+
+/*******************************************************************************
+
+ Copyright (c) 2009, Charles McGarvey
+ All rights reserved.
+
+ Redistribution and use in source and binary forms, with or without
+ modification, are permitted provided that the following conditions are met:
+
+ * Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+ * Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
+
+ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+ AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
+ FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
+ DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
+ SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
+ CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
+ OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+*******************************************************************************/
+
+#include <Moof/Engine.hh>
+#include <Moof/Log.hh>
+#include <Moof/Math.hh>
+#include <Moof/OpenGL.hh>
+
+#include "GameLayer.hh"
+
+#if HAVE_CONFIG_H
+#include "config.h"
+#endif
+
+
+GameLayer::GameLayer() :
+ music("NightFusionIntro"),
+ punchSound("Thump")
+{
+ music.setLooping(true);
+ music.enqueue("NightFusionLoop");
+ music.stream();
+
+ heroine = Character::alloc("RobotTrooper");
+ heroine->getAnimation().startSequence("Run");
+
+ Mf::Scalar a[6] = {0.0, 1.5, -0.5, 3.0, -2.0, 1.0};
+ interp.init(a, 2.0, Mf::Interpolator::OSCILLATE);
+
+ Mf::Scalar b[2] = {1.0, 0.0};
+ fadeIn.init(b, 1.0);
+
+ octree = Mf::loadScene("Classic");
+ heroine->treeNode = octree->insert(heroine);
+
+ camera.setProjection(cml::rad(60.0), 1.33333, 32.0, 2500.0);
+ camera.uploadProjectionToGL();
+}
+
+
+void GameLayer::pushed(Mf::Engine& engine)
+{
+ hud = Hud::alloc();
+ engine.pushLayer(hud);
+}
+
+
+void GameLayer::update(Mf::Scalar t, Mf::Scalar dt)
+{
+ //dt *= 0.7;
+
+ fadeIn.update(dt);
+ camera.update(t, dt);
+ heroine->update(t, dt);
+
+ // reinsert heroine
+ heroine->treeNode = octree->reinsert(heroine, heroine->treeNode);
+ octree->print(heroine->treeNode);
+
+ //camera.lookAt(heroine->getSphere().point);
+ camera.setPosition(Mf::Vector3(-heroine->current.position[0],
+ -heroine->current.position[1], -256));
+
+ Mf::Vector3 heroinePosition;
+ Mf::promoteVector(heroinePosition, heroine->current.position);
+ Mf::Sound::setListenerPosition(heroinePosition);
+
+ interp.update(dt);
+ hud->setBar1Progress(interp.getState(dt));
+ hud->setBar2Progress(1.0 - interp.getState(dt));
+}
+
+
+void GameLayer::draw(Mf::Scalar alpha) const
+{
+ glMatrixMode(GL_MODELVIEW);
+ glLoadMatrix(camera.getModelviewMatrix().data());
+
+ // DRAW THE SCENE
+ Mf::Texture::resetBind();
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+
+ octree->drawIfVisible(alpha, camera.getFrustum());
+
+ //heroine->draw(alpha);
+ heroine->getAabb().draw();
+
+ // DRAW FADE
+ glEnable(GL_BLEND);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ glColor4f(0.0f, 0.0f, 0.0f, fadeIn.getState(alpha));
+ Mf::Texture::resetBind();
+
+ //glRectf(-1.0f, -1.0f, 1.0f, 1.0f);
+ glBegin(GL_QUADS);
+ glVertex3f(-1.0, -1.0, -0.1);
+ glVertex3f(1.0, -1.0, -0.1);
+ glVertex3f(1.0, 1.0, -0.1);
+ glVertex3f(-1.0, 1.0, -0.1);
+ glEnd();
+
+ glDisable(GL_BLEND);
+
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+}
+
+bool GameLayer::handleEvent(const Mf::Event& event)
+{
+ switch (event.type)
+ {
+ case SDL_KEYDOWN:
+ if (event.key.keysym.sym == SDLK_SPACE)
+ {
+ heroine->getAnimation().startSequence("Punch");
+ Mf::logInfo("thump!");
+ punchSound.play();
+ return true;
+ }
+ else if (event.key.keysym.sym == SDLK_p)
+ {
+ music.toggle();
+ return true;
+ }
+ else if (event.key.keysym.sym == SDLK_y)
+ {
+ Mf::Engine::getInstance().popLayer();
+ return true;
+ }
+
+ case SDL_KEYUP:
+ heroine->handleEvent(event);
+ break;
+
+ case SDL_MOUSEMOTION:
+ case SDL_MOUSEBUTTONDOWN:
+ camera.handleEvent(event);
+ return true;
+
+ case SDL_VIDEORESIZE:
+ glViewport(0, 0, event.resize.w, event.resize.h);
+ camera.setProjection(cml::rad(60.0),
+ double(event.resize.w) / double(event.resize.h), 32.0, 2500.0);
+ camera.uploadProjectionToGL();
+ break;
+ }
+
+ return false;
+}
+
+
+/** vim: set ts=4 sw=4 tw=80: *************************************************/
+