[Elementary/example]: Add new 3D game - Sphere Hunter.

Summary: This example shows the just using elementary with evas 3D.

Reviewers: cedric, raster, Hermet

Differential Revision: https://phab.enlightenment.org/D1755
This commit is contained in:
se.osadchy 2014-12-10 03:53:40 +01:00 committed by Cedric BAIL
parent f8e8f02d4a
commit f03ce34072
5 changed files with 1205 additions and 0 deletions

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/*
* Catch all the cubes to score 10 points and win.
* w - up
* s - down
* a - left
* d - right
* space - jump
* key Up - scale +
* key Down - scale -
* n - normal scale
* TODO: add more levels.
*
* Compile with:
* edje_cc sphere_hunter.edc
* gcc -o evas_3d_sphere_hunter evas_3d_sphere_hunter.c -g `pkg-config --libs --cflags evas ecore elementary eina eo` -lm
*/
#define EFL_EO_API_SUPPORT
#define EFL_BETA_API_SUPPORT
#include <Elementary.h>
#include <Ecore.h>
#include <Evas.h>
#include <Eina.h>
#include <stdio.h>
#include <math.h>
#include <Eo.h>
#define WIDTH 700
#define HEIGHT 800
#define ANGLE_IT 0.006
#define GE -0.1
#define KE 1
typedef struct _Scene_Data
{
Eo *root_node;
Eo *camera_node;
Eo *light_node;
Eo *mesh_node_ball;
Eina_List *items;
Eo *scene;
Eo *camera;
Eo *light;
Eo *mesh_cube;
Eo *material_cube;
Eo *mesh_ball;
Eo *material_ball;
} Scene_Data;
typedef struct _vec4
{
float x;
float y;
float z;
float w;
} vec4;
typedef struct _vec3
{
float x;
float y;
float z;
} vec3;
typedef struct _vec2
{
float x;
float y;
} vec2;
typedef struct _vertex
{
vec3 position;
vec3 normal;
vec3 tangent;
vec4 color;
vec3 texcoord;
} vertex;
Evas_Object *win = NULL;
Evas_Object *layout = NULL;
Evas_Object *text = NULL;
Evas_Object *btn_restart = NULL;
Evas_Object *btn_quit = NULL;
Eina_List *nodes = NULL;
Ecore_Animator *anim_cube = NULL;
Ecore_Animator *anim_camera = NULL;
Ecore_Animator *anim_ball = NULL;
Evas *evas = NULL;
Eo *image = NULL;
Evas_Real ball_position_x = 0.0;
Evas_Real ball_position_y = -1.0;
Evas_Real ball_position_z = 0.0;
Evas_Real ball_vel_x = 0.0;
Evas_Real ball_vel_y = 0.0;
Evas_Real ball_vel_z = 0.0;
Evas_Real ball_ac_x = 0.0;
Evas_Real ball_ac_y = GE;
Evas_Real ball_ac_z = 0.0;
Evas_Real plane_alpha_x = 0.0;
Evas_Real plane_alpha_z = 0.0;
Eina_Bool reload = EINA_TRUE;
Eina_Bool jump = EINA_FALSE;
Eina_Bool game = EINA_TRUE;
vertex *vertices = NULL;
int score = 0;
int vertex_count = 0;
int index_count = 0;
unsigned short *indices = NULL;
float camera_y = 40.0;
float camera_z = 70.0;
int hight = 1;
static const float cube_vertices[] =
{
/* Front */
-1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0,
1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0,
-1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0,
/* Back */
1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0,
-1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0,
1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0,
-1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0,
/* Left */
-1.0, 1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0,
-1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0,
-1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0,
-1.0, -1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0,
/* Right */
1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0,
1.0, 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0,
1.0, -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0,
1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0,
/* Top */
-1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0,
1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0,
-1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0,
1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0,
/* Bottom */
1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0,
-1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0,
-1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0,
};
static const unsigned short cube_indices[] =
{
/* Front */
0, 1, 2, 2, 1, 3,
/* Back */
4, 5, 6, 6, 5, 7,
/* Left */
8, 9, 10, 10, 9, 11,
/* Right */
12, 13, 14, 14, 13, 15,
/* Top */
16, 17, 18, 18, 17, 19,
/* Bottom */
20, 21, 22, 22, 21, 23
};
static inline vec3
_normalize(const vec3 *v)
{
double l;
vec3 vec;
l = sqrt((v->x * v->x) + (v->y * v->y) + (v->z * v->z));
if (l != 0)
{
vec.x = v->x / l;
vec.y = v->y / l;
vec.z = v->z / l;
}
return vec;
}
static void
_sphere_fini()
{
free(vertices);
free(indices);
}
static void
_sphere_init(int precision)
{
int i, j;
unsigned short *index;
vertex_count = (precision + 1) * (precision + 1);
index_count = precision * precision * 6;
/* Allocate buffer. */
vertices = malloc(sizeof(vertex) * vertex_count);
indices = malloc(sizeof(unsigned short) * index_count);
/* Calculate vertices position of the sphere mesh by using
splitting of sphere by latitude and longitude. */
for (i = 0; i <= precision; i++)
{
double lati, y, r;
lati = (M_PI * (double)i) / (double)precision;
y = cos(lati);
r = fabs(sin(lati));
for (j = 0; j <= precision; j++)
{
double longi;
vertex *v;
longi = (M_PI * 2.0 * j) / precision;
v = &vertices[(i * (precision + 1)) + j];
if ((j == 0) || (j == precision)) v->position.x = 0.0;
else v->position.x = r * sin(longi);
v->position.y = y;
if ((j == 0) || (j == precision)) v->position.z = r;
else v->position.z = r * cos(longi);
v->normal = v->position;
if (v->position.x > 0.0)
{
v->tangent.x = -v->normal.y;
v->tangent.y = v->normal.x;
v->tangent.z = v->normal.z;
}
else
{
v->tangent.x = v->normal.y;
v->tangent.y = -v->normal.x;
v->tangent.z = v->normal.z;
}
v->color.x = v->position.x;
v->color.y = v->position.y;
v->color.z = v->position.z;
v->color.w = 1.0;
if (j == precision) v->texcoord.x = 1.0;
else if (j == 0) v->texcoord.x = 0.0;
else v->texcoord.x = (double)j / (double)precision;
if (i == precision) v->texcoord.y = 1.0;
else if (i == 0) v->texcoord.y = 0.0;
else v->texcoord.y = 1.0 - ((double)i / (double)precision);
}
}
index = &indices[0];
/* Calculate and fill in the buffer of indices,
prepare stage for gl triangulation. */
for (i = 0; i < precision; i++)
{
for (j = 0; j < precision; j++)
{
*index++ = (i * (precision + 1)) + j;
*index++ = (i * (precision + 1)) + j + 1;
*index++ = ((i + 1) * (precision + 1)) + j;
*index++ = ((i + 1) * (precision + 1)) + j;
*index++ = (i * (precision + 1)) + j + 1;
*index++ = ((i + 1) * (precision + 1)) + j + 1;
}
}
/* Triangulation of sphere mesh in appliance with buffer of indices. */
for (i = 0; i < index_count; i += 3)
{
vec3 e1, e2;
float du1, du2, dv1, dv2, f;
vec3 tangent;
vertex *v0 = &vertices[indices[i + 0]];
vertex *v1 = &vertices[indices[i + 1]];
vertex *v2 = &vertices[indices[i + 2]];
e1.x = v1->position.x - v0->position.x;
e1.y = v1->position.y - v0->position.y;
e1.z = v1->position.z - v0->position.z;
e2.x = v2->position.x - v0->position.x;
e2.y = v2->position.y - v0->position.y;
e2.z = v2->position.z - v0->position.z;
du1 = v1->texcoord.x - v0->texcoord.x;
dv1 = v1->texcoord.y - v0->texcoord.y;
du2 = v2->texcoord.x - v0->texcoord.x;
dv2 = v2->texcoord.y - v0->texcoord.y;
f = 1.0 / ((du1 * dv2) - (du2 * dv1));
tangent.x = f * ((dv2 * e1.x) - (dv1 * e2.x));
tangent.y = f * ((dv2 * e1.y) - (dv1 * e2.y));
tangent.z = f * ((dv2 * e1.z) - (dv1 * e2.z));
v0->tangent = tangent;
}
/* Coupling between vertices by calculation of tangent parametr correct value. */
for (i = 0; i <= precision; i++)
{
for (j = 0; j <= precision; j++)
{
if (j == precision)
{
vertex *v;
v = &vertices[(i * (precision + 1)) + j];
v->tangent = vertices[i * (precision + 1)].tangent;
}
}
}
}
static void
_restart_level(void *data, Evas_Object *btn, void *ev)
{
Eina_List *l = NULL;
Eo *item = NULL;
Scene_Data *scene = (Scene_Data *)data;
Eina_Bool r = EINA_FALSE;
EINA_LIST_FOREACH(scene->items, l, item)
{
eo_do(scene->root_node,
evas_3d_node_member_del(item));
scene->items = eina_list_remove_list(scene->items, l);
}
EINA_LIST_FOREACH(nodes, l, item)
scene->items = eina_list_append(scene->items, item);
EINA_LIST_FOREACH(scene->items, l, item)
eo_do(scene->root_node,
evas_3d_node_member_add(item));
ball_position_x = 0.0;
ball_position_y = -1.0;
ball_position_z = 0.0;
ball_vel_x = 0.0;
ball_vel_y = 0.0;
ball_vel_z = 0.0;
ball_ac_x = 0.0;
ball_ac_y = GE;
ball_ac_z = 0.0;
plane_alpha_x = 0.0;
plane_alpha_z = 0.0;
score = 0;
reload = EINA_TRUE;
game = EINA_TRUE;
}
static void
_key_down(void *data,
Evas *e EINA_UNUSED,
Evas_Object *eo EINA_UNUSED,
void *event_info)
{
Evas_Event_Key_Down *ev = event_info;
Scene_Data *scene = (Scene_Data *)data;
if (reload)
{
if (!strcmp(ev->key, "w"))
{
plane_alpha_z -= ANGLE_IT;
ball_ac_z = sin(plane_alpha_z);
}
if (!strcmp(ev->key, "s"))
{
plane_alpha_z += ANGLE_IT;
ball_ac_z = sin(plane_alpha_z);
}
if (!strcmp(ev->key, "d"))
{
plane_alpha_x += ANGLE_IT;
ball_ac_x = sin(plane_alpha_x);
}
if (!strcmp(ev->key, "a"))
{
plane_alpha_x -= ANGLE_IT;
ball_ac_x = sin(plane_alpha_x);
}
if (!strcmp(ev->key, "space"))
{
ball_vel_y += KE;
ball_position_y += 0.1;
jump = EINA_TRUE;
++hight;
}
if (!strcmp(ev->key, "Up"))
{
if (camera_y > 26.5)
{
camera_y -= 0.5;
camera_z -= 0.5 * (7 / 4);
}
}
if (!strcmp(ev->key, "Down"))
{
if (camera_y < 100.0)
{
camera_y += 0.5;
camera_z += 0.5 * (7 / 4);
}
}
if (!strcmp(ev->key, "n"))
{
camera_y = 40.0;
camera_z = 70.0;
}
if (!strcmp(ev->key, "Return"))
{
elm_layout_signal_emit(btn_restart, "elm,anim,activate", "elm");
_restart_level(scene, NULL, NULL);
}
}
}
static void
_quit_game(void *data EINA_UNUSED, Evas_Object *btn EINA_UNUSED, void *ev EINA_UNUSED)
{
elm_exit();
}
static void
_camera_setup(Scene_Data *data)
{
data->camera = eo_add(EVAS_3D_CAMERA_CLASS, evas);
eo_do(data->camera,
evas_3d_camera_projection_perspective_set(50.0, 1.0, 1.0, 1000.0));
data->camera_node = eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA));
eo_do(data->camera_node,
evas_3d_node_camera_set(data->camera),
evas_3d_node_position_set(0.0, 40, 70),
evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0));
eo_do(data->root_node,
evas_3d_node_member_add(data->camera_node));
}
static Eina_Bool
_animate_camera(void *data)
{
Scene_Data *scene = (Scene_Data *)data;
eo_do(scene->camera_node,
evas_3d_node_position_set(0.0, camera_y, camera_z));
return EINA_TRUE;
}
static void
_light_setup(Scene_Data *data)
{
data->light = eo_add(EVAS_3D_LIGHT_CLASS, evas);
eo_do(data->light,
evas_3d_light_ambient_set(0.2, 0.2, 0.2, 1.0),
evas_3d_light_diffuse_set(1.0, 1.0, 1.0, 1.0),
evas_3d_light_specular_set(1.0, 1.0, 1.0, 1.0),
evas_3d_light_projection_perspective_set(100.0, 1.0, 1.0, 1000.0));
data->light_node = eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_LIGHT));
eo_do(data->light_node,
evas_3d_node_light_set(data->light),
evas_3d_node_position_set(0.1, 25.0, 0.1),
evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0));
eo_do(data->root_node,
evas_3d_node_member_add(data->light_node));
}
static void
_mesh_cube_setup(Scene_Data *data)
{
data->mesh_cube = eo_add(EVAS_3D_MESH_CLASS, evas);
data->material_cube = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
eo_do(data->material_cube,
evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.2, 0.2, 0.2, 1.0),
evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 0.8, 0.8, 0.8, 1.0),
evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0),
evas_3d_material_shininess_set(50.0));
eo_do(data->mesh_cube,
evas_3d_mesh_vertex_count_set(24),
evas_3d_mesh_frame_add(0),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION,
12 * sizeof(float), &cube_vertices[ 0]),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL,
12 * sizeof(float), &cube_vertices[ 3]),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_COLOR,
12 * sizeof(float), &cube_vertices[ 6]),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TEXCOORD,
12 * sizeof(float), &cube_vertices[10]),
evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
36, &cube_indices[0]),
evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES),
evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG),
evas_3d_mesh_frame_material_set(0, data->material_cube));
}
static void
_create_bondar(Scene_Data *data, Evas_Real scale_x, Evas_Real scale_y, Evas_Real scale_z, Evas_Real x, Evas_Real y, Evas_Real z, Eina_Bool color)
{
Eo *mesh = NULL;
Eo *node = NULL;
Eo *material = NULL;
mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
node = eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
eo_do(material,
evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.0, 1.0, 1.0, 1.0),
evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 0.8, 0.8, 0.8, 1.0),
evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0),
evas_3d_material_shininess_set(50.0));
if (color)
eo_do(material,
evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.0, 0.7, 1.0, 1.0));
else
eo_do(material,
evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.0, 1.0, 1.0, 1.0));
eo_do(mesh,
evas_3d_mesh_vertex_count_set(24),
evas_3d_mesh_frame_add(0),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION,
12 * sizeof(float), &cube_vertices[ 0]),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL,
12 * sizeof(float), &cube_vertices[ 3]),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_COLOR,
12 * sizeof(float), &cube_vertices[ 6]),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TEXCOORD,
12 * sizeof(float), &cube_vertices[10]),
evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
36, &cube_indices[0]),
evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES),
evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG),
evas_3d_mesh_frame_material_set(0, material));
eo_do(data->root_node,
evas_3d_node_member_add(node));
eo_do(node,
evas_3d_node_mesh_add(mesh),
evas_3d_node_position_set(x, y, z);
evas_3d_node_scale_set(scale_x, scale_y, scale_z));
}
static void
_create_cubes(Scene_Data *data, Evas_Real r, int count)
{
int i;
Evas_Real alpha;
Evas_Real d_alpha;
Eina_Bool set = EINA_TRUE;
data->items = NULL;
d_alpha = 360 / count;
for (i = 0; i < count; i++)
{
Eo *node = NULL;
alpha = d_alpha * i * M_PI / 180;
node = eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
eo_do(node,
evas_3d_node_mesh_add(data->mesh_cube),
evas_3d_node_position_set(r * sin(alpha), 2.0 + (r / 4 * sin(alpha)), r * cos(alpha));
evas_3d_node_scale_set(1.0, 1.0, 1.0));
eo_do(data->root_node,
evas_3d_node_member_add(node));
data->items = eina_list_append(data->items, node);
}
}
static void
_mesh_ball_setup(Scene_Data *data)
{
_sphere_init(100);
data->mesh_ball = eo_add(EVAS_3D_MESH_CLASS, evas);
data->material_ball = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
data->mesh_node_ball = eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
/* Setup material for ball. */
eo_do(data->material_ball,
evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.2, 0.2, 0.2, 1.0),
evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 0.8, 0.8, 0.8, 1.0),
evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0),
evas_3d_material_shininess_set(50.0));
/* Setup mesh for ball. */
eo_do(data->mesh_ball,
evas_3d_mesh_vertex_count_set(vertex_count),
evas_3d_mesh_frame_add(0),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION,
sizeof(vertex), &vertices[0].position),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL,
sizeof(vertex), &vertices[0].normal),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TANGENT,
sizeof(vertex), &vertices[0].tangent),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_COLOR,
sizeof(vertex), &vertices[0].color),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TEXCOORD,
sizeof(vertex), &vertices[0].texcoord),
evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, index_count, &indices[0]),
evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES),
evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG),
evas_3d_mesh_frame_material_set(0, data->material_ball));
eo_do(data->root_node,
evas_3d_node_member_add(data->mesh_node_ball));
eo_do(data->mesh_node_ball,
evas_3d_node_mesh_add(data->mesh_ball));
}
static void
_scene_setup(Scene_Data *data, Evas_Real r, int count)
{
Eina_List *l = NULL;
Eo *item = NULL;
data->scene = eo_add(EVAS_3D_SCENE_CLASS, evas);
/* Add the root node for the scene. */
data->root_node = eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE));
eo_do(data->scene,
evas_3d_scene_size_set(WIDTH, HEIGHT),
evas_3d_scene_shadows_enable_set(EINA_TRUE),
evas_3d_scene_background_color_set(0.0, 0.0, 0.0, 0.0));
_camera_setup(data);
_light_setup(data);
_mesh_ball_setup(data);
_mesh_cube_setup(data);
_create_cubes(data, r, count);
_create_bondar(data, 20.0, 0.001, 20.0, 0.0, -2.0, 0.0, 1);
_create_bondar(data, 0.5, 0.5, 20.5, -20.0, -1.5, 0.0, 0);
_create_bondar(data, 0.5, 0.5, 20.5, 20.0, -1.5, 0.0, 0);
_create_bondar(data, 20.5, 0.5, 0.5, 0.0, -1.5, -20.0, 0);
_create_bondar(data, 20.5, 0.5, 0.5, 0.0, -1.5, 20.0, 0);
EINA_LIST_FOREACH(data->items, l, item)
nodes = eina_list_append(nodes, item);
eo_do(data->scene,
evas_3d_scene_root_node_set(data->root_node),
evas_3d_scene_camera_node_set(data->camera_node));
}
static char *
_score_get(int score)
{
switch(score)
{
case 1:
return "1";
case 2:
return "2";
case 3:
return "3";
case 4:
return "4";
case 5:
return "5";
case 6:
return "6";
case 7:
return "7";
case 8:
return "8";
case 9:
return "9";
case 10:
return "10";
default:
return "0";
break;
}
}
static Eina_Bool
_animate_ball(void *data)
{
Scene_Data *scene = (Scene_Data *)data;
Eina_List *l = NULL;
Eo *node = NULL;
Evas_Real x, y, z;
Evas_Real xx, yy, zz;
Evas_Real d_x, d_y, d_z;
int i = 9;
Eina_Bool r = EINA_FALSE;
if (scene->items && game)
{
ball_vel_x = ball_ac_x;
ball_vel_z = ball_ac_z;
ball_position_x += ball_vel_x;
ball_position_z += ball_vel_z;
}
if (reload == EINA_TRUE)
elm_object_signal_emit(layout, "play", "efl_game");
eo_do(scene->mesh_node_ball,
evas_3d_node_position_set(ball_position_x, ball_position_y, ball_position_z));
if ((ball_position_x < -21.0) || (ball_position_x > 21.0) || (ball_position_z < -21.0) || (ball_position_z > 21.0))
{
ball_position_y -= 2.0;
ball_vel_x = 0;
ball_vel_z = 0;
game = EINA_FALSE;
if (ball_position_y <= -200.0)
{
ball_position_x = 0.0;
ball_position_y = -1.0;
ball_position_z = 0.0;
elm_object_signal_emit(layout, "defeat", "efl_game");
reload = EINA_FALSE;
}
}
else if ((ball_position_x >= 18.5) && (ball_position_x <= 21.5))
{
ball_position_y = 0.0;
}
else if ((ball_position_z >= 18.5) && (ball_position_z <= 21.5))
{
ball_position_y = 0.0;
}
else if ((ball_position_x <= -18.5) && (ball_position_x >= -21.5))
{
ball_position_y = 0.0;
}
else if ((ball_position_z <= -18.5) && (ball_position_z >= -21.5))
{
ball_position_y = 0.0;
}
else if (ball_position_y > -1.0)
{
ball_vel_y += ball_ac_y;
ball_position_y += ball_vel_y;
}
else
{
ball_vel_y = 0;
ball_position_y = -1.0;
if (jump)
{
ball_position_y = -0.9;
ball_vel_y += (1.0 / 5 * hight);
jump = EINA_FALSE;
hight = 1;
}
}
eo_do(scene->mesh_node_ball,
evas_3d_node_position_get(EVAS_3D_SPACE_PARENT, &x, &y, &z));
EINA_LIST_FOREACH(scene->items, l, node)
{
eo_do(node,
evas_3d_node_position_get(EVAS_3D_SPACE_PARENT, &xx, &yy, &zz));
d_x = xx - x;
d_y = yy - y;
d_z = zz - z;
if (d_x < 2.0 && d_x > -2.0 && d_y < 2.0 && d_y > -2.0 && d_z < 2.0 && d_z > -2.0)
{
eo_do(scene->root_node,
evas_3d_node_member_del(node));
scene->items = eina_list_remove_list(scene->items, l);
i--;
score++;
}
}
if (!scene->items)
{
elm_object_signal_emit(layout, "victory", "efl_game");
ball_vel_x = 0;
ball_vel_z = 0;
reload = EINA_FALSE;
}
evas_object_text_text_set(text, _score_get(score));
return EINA_TRUE;
}
static Eina_Bool
_animate_cubes(void *data)
{
static float angle = 0.0f;
Eina_List *l = NULL;
Eo *cube = NULL;
Scene_Data *scene = (Scene_Data *)data;
angle += 0.5;
EINA_LIST_FOREACH(scene->items, l, cube)
eo_do(cube,
evas_3d_node_orientation_angle_axis_set(angle, 1.0, 1.0, 1.0));
/* Rotate */
if (angle > 360.0)
angle -= 360.0f;
return EINA_TRUE;
}
EAPI_MAIN int
elm_main(int argc, char **argv)
{
Scene_Data data;
Eina_Bool r = EINA_FALSE;
elm_init(0, 0);
setenv("ELM_ENGINE", "opengl_x11", 1);
elm_policy_set(ELM_POLICY_QUIT, ELM_POLICY_QUIT_LAST_WINDOW_CLOSED);
win = elm_win_util_standard_add("__WIN__", "Sphere Hunter");
elm_win_autodel_set(win, EINA_TRUE);
evas_object_show(win);
layout = elm_layout_add(win);
elm_layout_file_set(layout, "sphere_hunter.edj", "game");
elm_win_resize_object_add(win, layout);
evas_object_size_hint_weight_set(layout, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
evas_object_size_hint_align_set(layout, EVAS_HINT_FILL, EVAS_HINT_FILL);
text = evas_object_text_add(win);
evas_object_text_font_set(text, "Sans", 75);
elm_layout_content_set(layout, "swallow.score_text", text);
evas_object_show(text);
btn_restart = elm_button_add(win);
elm_layout_content_set(layout, "swallow.reload", btn_restart);
elm_object_text_set(btn_restart, "R E S T A R T L E V E L");
evas_object_size_hint_align_set(btn_restart, EVAS_HINT_FILL, EVAS_HINT_FILL);
evas_object_show(btn_restart);
btn_quit = elm_button_add(win);
elm_layout_content_set(layout, "swallow.exit", btn_quit);
elm_object_text_set(btn_quit, "E X I T");
evas_object_size_hint_align_set(btn_quit, EVAS_HINT_FILL, EVAS_HINT_FILL);
evas_object_show(btn_quit);
evas = evas_object_evas_get(win);
_scene_setup(&data, 10.0, 10);
image = evas_object_image_filled_add(evas);
eo_do(image,
evas_obj_visibility_set(EINA_TRUE),
evas_obj_image_scene_set(data.scene));
evas_object_size_hint_weight_set(image, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
evas_object_size_hint_align_set(image, EVAS_HINT_FILL, EVAS_HINT_FILL);
elm_layout_content_set(layout, "swallow.scene", image);
evas_object_show(layout);
r = evas_object_key_grab(win, "w", 0, 0, EINA_TRUE);
r = evas_object_key_grab(win, "s", 0, 0, EINA_TRUE);
r = evas_object_key_grab(win, "d", 0, 0, EINA_TRUE);
r = evas_object_key_grab(win, "a", 0, 0, EINA_TRUE);
r = evas_object_key_grab(win, "n", 0, 0, EINA_TRUE);
r = evas_object_key_grab(win, "Up", 0, 0, EINA_TRUE);
r = evas_object_key_grab(win, "Down", 0, 0, EINA_TRUE);
r = evas_object_key_grab(win, "space", 0, 0, EINA_TRUE);
elm_object_focus_set(layout, EINA_TRUE);
evas_object_event_callback_add(win, EVAS_CALLBACK_KEY_DOWN, _key_down, &data);
evas_object_smart_callback_add(btn_restart, "clicked", _restart_level, &data);
evas_object_smart_callback_add(btn_quit, "clicked", _quit_game, NULL);
ecore_animator_frametime_set(0.008);
anim_cube = ecore_animator_add(_animate_cubes, &data);
anim_camera = ecore_animator_add(_animate_camera, &data);
anim_ball = ecore_animator_add(_animate_ball, &data);
elm_run();
ecore_animator_del(anim_cube);
ecore_animator_del(anim_camera);
ecore_animator_del(anim_ball);
_sphere_fini();
return 0;
}
ELM_MAIN()

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collections {
group {
name: "game";
min: 704 800;
images {
image: "score.jpg" COMP;
image: "../../../data/themes/img/bg_glow_in.png" COMP;
image: "../../../data/themes/img/vgrad_med.png" COMP;
image: "EFL_victory.png" COMP;
image: "EFL_defeat.png" COMP;
image: "../../../data/themes/img/screen_circular_shadow.png" COMP;
}
parts {
part {
name: "bg";
type: SPACER;
description {
state: "default" 0.0;
min: 704 800;
}
}
part {
name: "sp_left";
type: SPACER;
description {
state: "default" 0.0;
min: 2 50;
max: 2 50;
align: 0.0 0.0;
}
}
part {
name: "sp_right";
type: SPACER;
description {
state: "default" 0.0;
min: 2 50;
max: 2 50;
align: 1.0 1.0;
}
}
part {
name: "swallow.reload";
type: SWALLOW;
description {
state: "default" 0.0;
align: 0.5 0.0;
min: 704 50;
max: 9999 50;
}
}
part {
name: "swallow.exit";
type: SWALLOW;
description {
state: "default" 0.0;
align: 0.5 1.0;
min: 704 50;
max: 9999 50;
}
}
part {
name: "scene_bg";
type: RECT;
description {
state: "default" 0.0;
color: 0 200 200 255;
rel1.to: "sp_left";
rel1.relative: 1.0 1.0;
rel2.to: "sp_right";
rel2.relative: 0.0 0.0;
}
}
part {
name: "swallow.scene";
type: SWALLOW;
description {
state: "default" 0.0;
min: 700 700;
max: 1024 1024;
rel1.to: "scene_bg";
rel2.to: "scene_bg";
}
}
part {
name: "score_bg";
type: SPACER;
description {
state: "default" 0.0;
min: 150 200;
max: 150 200;
align: 0.0 0.0;
rel1.to: "scene_bg";
rel2.to: "scene_bg";
}
}
part {
name: "score_img";
type: IMAGE;
description {
state: "default" 0.0;
min: 150 75;
max: 150 75;
align: 0.5 0.0;
image.normal: "score.jpg";
rel1.to: "score_bg";
rel2.to: "score_bg";
}
}
part {
name: "score_border";
type: IMAGE;
description {
state: "default" 0.0;
align: 0.5 0.0;
min: 150 75;
max: 150 75;
image.normal: "../../../data/themes/img/bg_glow_in.png";
rel1.to: "score_bg";
rel2.to: "score_bg";
}
}
part {
name: "score";
type: RECT;
description {
state: "default" 0.0;
min: 150 125;
max: 150 125;
align: 0.0 1.0;
color: 0 200 200 255;
rel1.to: "score_bg";
rel2.to: "score_bg";
}
}
part {
name: "swallow.score_text";
type: SWALLOW;
description {
state: "default" 0.0;
min: 90 125;
max: 90 125;
rel1.to: "score";
rel2.to: "score";
}
}
part {
name: "score_text_border";
type: IMAGE;
description {
state: "default" 0.0;
min: 150 125;
max: 150 125;
image.normal: "../../../data/themes/img/bg_glow_in.png";
rel1.to: "score";
rel2.to: "score";
}
}
part {
name: "score_vgrad";
type: IMAGE;
description {
state: "default" 0.0;
min: 150 5;
max: 150 5;
align: 1.0 1.0;
image.normal: "../../../data/themes/img/vgrad_med.png";
rel1.to: "score_img";
rel2.to: "score_img";
}
}
part {
name: "scene_border";
type: IMAGE;
description {
state: "default" 0.0;
min: 700 700;
max: 700 700;
visible: 0;
image.normal: "../../../data/themes/img/screen_circular_shadow.png";
rel1.to: "scene_bg";
rel2.to: "scene_bg";
}
description {
state: "play" 0.0;
inherit: "default";
visible: 1;
}
}
part {
name: "image";
type: IMAGE;
description {
state: "default" 0.0;
min: 600 250;
max: 600 250;
align: 0.5 0.45;
visible: 0;
}
description {
state: "victory" 0.0;
inherit: "default";
visible: 1;
image.normal: "EFL_victory.png";
}
description {
state: "defeat" 0.0;
inherit: "default";
visible: 1;
image.normal: "EFL_defeat.png";
}
}
}
programs {
program {
name: "victory";
signal: "victory";
source: "efl_game";
action: STATE_SET "victory" 0.0;
target: "image";
after: "shadow_off";
}
program {
name: "defeat";
signal: "defeat";
source: "efl_game";
action: STATE_SET "defeat" 0.0;
target: "image";
after: "shadow_off";
}
program {
name: "game";
signal: "play";
source: "efl_game";
action: STATE_SET "default" 0.0;
target: "image";
after: "shadow_on";
}
program {
name: "shadow_on";
action: STATE_SET "default" 0.0;
target: "scene_border";
}
program {
name: "shadow_off";
action: STATE_SET "play" 0.0;
target: "scene_border";
}
}
}
}