Esempio n. 1
0
void TextTestApp::onPassiveSceneComplete( /* SceneBase* sceneInstance */)
{

	int sceneId = currentScene->getId();
	currentScene->getSignal()->disconnect_all_slots();
	switch(sceneId){
		case 1:
			currentScene = new PassiveScene2();
			break;
		case 2:
			currentScene = new PassiveScene3();
			break;
		case 3:
			currentScene = new PassiveScene4();
			break;
		case 4:
			currentScene = new PassiveScene1();
			break;
		case 101 :
			currentScene = new ActiveScene2();
			break;
		case 102 :
			currentScene = new PassiveScene3();
			break;
		}
	currentScene->getSignal()->connect( boost::bind(&TextTestApp::onPassiveSceneComplete, this ));
	currentScene->setup( myFont, iconFactory, fgParticles, mbackground.gridLayer1 );

}
Esempio n. 2
0
void TextTestApp::beginActiveScene(){

	currentScene->getSignal()->disconnect_all_slots();
	//timeline().clear();
	
	currentScene = new ActiveScene1();
	currentScene->getSignal()->connect( boost::bind(&TextTestApp::onPassiveSceneComplete, this ));
	currentScene->setup( myFont, iconFactory, fgParticles, mbackground.gridLayer1 );
}
Esempio n. 3
0
void TextTestApp::setup()
{
	hideBackground = false;
	activeUserPresent = false;
	// SET UP BLUR STUFF
	// setup our scene Fbo
	mFboScene = gl::Fbo( getWindowWidth(), getWindowHeight() );

	// setup our blur Fbo's, smaller ones will generate a bigger blur
	mFboBlur1 = gl::Fbo(getWindowWidth()/8, getWindowHeight()/8);
	mFboBlur2 = gl::Fbo(getWindowWidth()/8, getWindowHeight()/8);

	
	OutlineParams::getInstance()->init();

	// load and compile the shaders
	try { 
		mShaderBlur = gl::GlslProg( 
			loadFile("../shaders/blur_vert.glsl"),
			loadFile("../shaders/blur_frag.glsl")); 
	} catch(...) {
		console() << "Can't load/compile blur shader" << endl;
		quit();
	}

	try { 
		mShaderPhong = gl::GlslProg( 
			loadFile("../shaders/phong_vert.glsl"),
			loadFile("../shaders/phong_frag.glsl")); 
	} catch(...) {
		console() << "Can't load/compile phong shader" << endl;
		quit();
	}


	mTransform.setToIdentity();

	gestureTracker = GestureTracker::getInstance();

	gl::Texture::Format format;
	format.enableMipmapping(true);

	mCamera.setEyePoint( Vec3f(2.5f, 5.0f, 5.0f) );
	mCamera.setCenterOfInterestPoint( Vec3f(0.0f, 2.0f, 0.0f) );
	mCamera.setPerspective( 60.0f, getWindowAspectRatio(), 1.0f, 1000.0f );

	for (int i=0; i<40; i++)
	{
		CinderClip cinderClip = CinderClip();
		cinderClip.x = -200;
		cinderClip.y = -200;
		repelClips.push_back(cinderClip);

		////
	//	TweenParticle userParticle = TweenParticle(cinderClip.x, cinderClip.y,10,true);
		//userParticles.push_back(userParticle);
	}

	mbackground.setup();
	mbackground.setRepelClips( repelClips ); // I KNOW THEY ON SCREEN

	//load store config
	cinder::XmlTree configXml(ci::app::loadAsset( "shopconfig.xml" ) );
	ShopConfig::getInstance()->parseConfig(configXml);

	ci::gl::Texture bubbleManWaveTexture = cinder::loadImage(ci::app::loadResource(BUBBLEMAN_WAVE));

	mBubbleManWave = new SpriteSheet();
	mBubbleManWave->init(bubbleManWaveTexture, "./spritesheetdata/bubbleman_wave.xml", SpriteSheet::FORMAT_TEXTUREPACKER_GENERIC_XML);

	ci::gl::Texture bubbleManRunTexture = cinder::loadImage(ci::app::loadResource(BUBBLEMAN_RUN));
	mBubbleManRun = new SpriteSheet();
	mBubbleManRun->init(bubbleManRunTexture, "./spritesheetdata/bubbleman_run.xml", SpriteSheet::FORMAT_TEXTUREPACKER_GENERIC_XML);
	
	TextureGlobals::getInstance()->setSpriteSheet(mBubbleManRun,TextureGlobals::SPRITE_BUBBLEMAN_RUN);
	TextureGlobals::getInstance()->setSpriteSheet(mBubbleManWave,TextureGlobals::SPRITE_BUBBLEMAN_WAVE);

	gl::Texture particleTexture0 = loadImage(loadAsset( "ParticleFullON.png" ) ); 
	TextureGlobals::getInstance()->setParticleTexture(particleTexture0,0);

	gl::Texture particleTexture1 = loadImage(loadAsset( "ParticlePatial01.png" ) ); 
	TextureGlobals::getInstance()->setParticleTexture(particleTexture1,1);

	gl::Texture particleTexture2 = loadImage(loadAsset( "ParticlePatial02.png" ) ); 
	TextureGlobals::getInstance()->setParticleTexture(particleTexture2,2);

	gl::Texture particleTexture3 = loadImage(loadAsset( "ParticlePatial03.png" ) ); 
	TextureGlobals::getInstance()->setParticleTexture(particleTexture3,3);

	gl::Texture particleTexture4 = loadImage(loadAsset( "ParticlePatial04.png" ) ); 
	TextureGlobals::getInstance()->setParticleTexture(particleTexture4,4);

	gl::Texture particleTexture5 = loadImage(loadAsset( "ParticlePatial05.png" ) ); 
	TextureGlobals::getInstance()->setParticleTexture(particleTexture5,5);

	gl::Texture particleTexture6 = loadImage(loadAsset( "background-particle.png" ) ); 
	TextureGlobals::getInstance()->setParticleTexture(particleTexture6,6);

	gl::Texture particleTexture7 = loadImage(loadAsset( "ParticleFullONYellow.png" ) ); 
	TextureGlobals::getInstance()->setParticleTexture(particleTexture6,7);


	
	gl::Texture terms1Texture = loadImage(loadAsset( "terms1.png" ) ); 
	TextureGlobals::getInstance()->setParticleTexture(terms1Texture,8);

	
	gl::Texture terms2Texture = loadImage(loadAsset( "terms2.png" ) ); 
	TextureGlobals::getInstance()->setParticleTexture(terms2Texture,9);

	//gl::Texture terms2Texture = loadImage(loadAsset( "terms2.png" ) ); 
	//TextureGlobals::getInstance()->setParticleTexture(particleTexture6,9);

	myFont = FontRenderer();

	fgParticles.setup( 100 );
	fgParticles.setRepelClips(repelClips);

	// TO VIEW ACTIVE SCENE
	//currentScene = new ActiveScene1();
	//currentScene->getSignal()->connect( boost::bind(&TextTestApp::onPassiveSceneComplete, this, ::_1 ));
	//currentScene->setup( myFont, iconFactory, fgParticles );

	currentScene = new PassiveScene1();
	currentScene->getSignal()->connect( boost::bind(&TextTestApp::onPassiveSceneComplete, this ));
	currentScene->setup( myFont, iconFactory, fgParticles, mbackground.gridLayer1 );

	iconFactory.init();
	
	bgAnimationTimer = Timer();
	significantInteractionTimer = Timer();	
	setupSkeletonTracker();
}