X-Git-Url: https://git.brokenzipper.com/gitweb?a=blobdiff_plain;f=src%2FGameLayer.cc;h=3f5a7a869fb2dd8d13e6da4671d82f78d474f47d;hb=7f3984f3f9524f5b6813e01ceb2fe576dadff94e;hp=1e607586d486169afa681b8cea57015b5353e2e9;hpb=99ac607f489023a7aa17bfb046113b0e4a65dab6;p=chaz%2Fyoink diff --git a/src/GameLayer.cc b/src/GameLayer.cc index 1e60758..3f5a7a8 100644 --- a/src/GameLayer.cc +++ b/src/GameLayer.cc @@ -68,13 +68,12 @@ void GameLayer::loadSceneLoader() throw Mf::Exception(Mf::ErrorCode::RESOURCE_NOT_FOUND, "loader"); } - Mf::Script::Status status = mState.script.doFile(loaderPath); + Mf::Script::Result status = mState.script.doFile(loaderPath); if (status != Mf::Script::SUCCESS) { std::string str; mState.script[-1].get(str); - Mf::logScript("%s", str.c_str()); throw Mf::Exception(Mf::ErrorCode::SCRIPT_ERROR, str); } @@ -82,8 +81,8 @@ void GameLayer::loadSceneLoader() mState.script.getTop().get(mState.sceneList); if (mState.sceneList.size() == 0) { - Mf::logScript("no variable `scenes' within loader"); - throw Mf::Exception(Mf::ErrorCode::SCRIPT_ERROR, "no scenes to load"); + throw Mf::Exception(Mf::ErrorCode::SCRIPT_ERROR, + "no variable `scenes' within loader"); } } @@ -94,13 +93,12 @@ void GameLayer::advanceScene() mState.scene = Scene::alloc(mState.sceneList[0]); mState.sceneList.erase(mState.sceneList.begin()); - Mf::Script::Status status = mState.scene->load(mState.script); + Mf::Script::Result status = mState.scene->load(mState.script); if (status != Mf::Script::SUCCESS) { std::string str; mState.script[-1].get(str); - Mf::logScript("%s", str.c_str()); throw Mf::Exception(Mf::ErrorCode::SCRIPT_ERROR, str); } } @@ -118,6 +116,8 @@ GameLayer::GameLayer() : Mf::Settings::getInstance().get("nomusic", isMute); if (!isMute) mMusic.play(); + //mMusic.setPosition(Mf::Vector3(10.0, 5.0, 0.0)); + loadSceneLoader(); advanceScene(); // load the first scene @@ -136,16 +136,14 @@ void GameLayer::pushed(Mf::Engine& engine) engine.push(Hud::alloc(mState)); mRay.direction.set(1.0, 0.0); - mRay3.direction.set(1.0, 0.0, 0.0); mLine.a.set(20, 10); mLine.b.set(19, 14); - mPlane.normal.set(-1.0, 0.0, 0.0); - mPlane.d = 0.0; - mSphere.point.set(22, 5); mSphere.radius = 2; + + mRayTimer.init(boost::bind(&GameLayer::rayTimer, this), 1.0, Mf::Timer::REPEAT); } @@ -160,44 +158,37 @@ void GameLayer::update(Mf::Engine& engine, Mf::Scalar t, Mf::Scalar dt) -mState.heroine->getState().position[1], -9)); //mState.camera.lookAt(Mf::promote(mState.heroine->getState().position)); - //Mf::Vector3 heroinePosition = Mf::promote(mState.heroine->getState().position); - //Mf::Sound::setListenerPosition(heroinePosition); - mRay.point = mState.heroine->getState().position; - mRay3.point = Mf::promote(mRay.point); - mRay3.direction = Mf::promote(mRay.direction); +} + +void GameLayer::rayTimer() +{ Mf::Ray<2>::Intersection meh; - Mf::Ray<3>::Intersection meh3; + std::list::Intersection> hits; + Mf::Vector2 point; - Mf::Scalar d = mLine.intersectRay(mRay, meh); - if (d > 0.0) + bool bam = mLine.intersectRay(mRay, meh); + if (bam) { - Mf::logDebug("line: d = %f", d); - Mf::logDebug(" P = <%f,%f>", meh.point[0], meh.point[1]); - Mf::logDebug(" n = <%f,%f>", meh.normal[0], meh.normal[1]); + meh.normal.normalize(); + hits.push_back(meh); } - //d = mPlane.intersectRay(mRay3, meh3); - //if (d > 0.0) - //{ - //Mf::logDebug("plane: d = %f", d); - //Mf::logDebug(" P = <%f,%f>", meh3.point[0], meh3.point[1]); - //Mf::logDebug(" n = <%f,%f>", meh3.normal[0], meh3.normal[1]); - //} - d = mSphere.intersectRay(mRay, meh); - if (d > 0.0) + + bam = mSphere.intersectRay(mRay, meh); + if (bam) { - Mf::logDebug("sphere: d = %f", d); - Mf::logDebug(" P = <%f,%f>", meh.point[0], meh.point[1]); - Mf::logDebug(" n = <%f,%f>", meh.normal[0], meh.normal[1]); + meh.normal.normalize(); + hits.push_back(meh); } - std::list::Intersection> hits; if (mState.scene->castRay(mRay, hits)) { - Mf::logDebug("scene: d = %f", d); - Mf::logDebug(" P = <%f,%f>", hits.front().point[0], hits.front().point[1]); - Mf::logDebug(" n = <%f,%f>", hits.front().normal[0], hits.front().normal[1]); + hits.front().normal.normalize(); + mRay.solve(point, hits.front().distance); + Mf::logDebug << "scene: d = " << hits.front().distance << std::endl; + Mf::logDebug << " P = " << point << std::endl; + Mf::logDebug << " n = " << hits.front().normal << std::endl; } } @@ -241,12 +232,14 @@ bool GameLayer::handleEvent(Mf::Engine& engine, const Mf::Event& event) } else if (event.key.keysym.sym == SDLK_PAGEUP) { - mRay.direction = cml::rotate_vector_2D(mRay.direction, cml::rad(10.0)); + mRay.direction = cml::rotate_vector_2D(mRay.direction, + cml::rad(10.0)); return true; } else if (event.key.keysym.sym == SDLK_PAGEDOWN) { - mRay.direction = cml::rotate_vector_2D(mRay.direction, cml::rad(-10.0)); + mRay.direction = cml::rotate_vector_2D(mRay.direction, + cml::rad(-10.0)); return true; } return mState.heroine->handleEvent(event);