[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
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/*
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* Catch all the cubes to score 10 points and win.
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* w - up
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* s - down
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* a - left
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* d - right
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* space - jump
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* key Up - scale +
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* key Down - scale -
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* n - normal scale
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* TODO: add more levels.
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*
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* Compile with:
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* edje_cc sphere_hunter.edc
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* gcc -o evas_3d_sphere_hunter evas_3d_sphere_hunter.c -g `pkg-config --libs --cflags evas ecore elementary eina eo` -lm
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*/
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#define EFL_EO_API_SUPPORT
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#define EFL_BETA_API_SUPPORT
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#include <Elementary.h>
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#include <Ecore.h>
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#include <Evas.h>
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#include <Eina.h>
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#include <stdio.h>
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#include <math.h>
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#include <Eo.h>
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#define WIDTH 700
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#define HEIGHT 800
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#define ANGLE_IT 0.006
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#define GE -0.1
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#define KE 1
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typedef struct _Scene_Data
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{
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Eo *root_node;
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Eo *camera_node;
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Eo *light_node;
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Eo *mesh_node_ball;
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Eina_List *items;
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Eo *scene;
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Eo *camera;
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Eo *light;
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Eo *mesh_cube;
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Eo *material_cube;
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Eo *mesh_ball;
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Eo *material_ball;
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} Scene_Data;
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typedef struct _vec4
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{
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float x;
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float y;
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float z;
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float w;
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} vec4;
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typedef struct _vec3
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{
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float x;
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float y;
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float z;
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} vec3;
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typedef struct _vec2
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{
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float x;
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float y;
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} vec2;
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typedef struct _vertex
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{
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vec3 position;
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vec3 normal;
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vec3 tangent;
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vec4 color;
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vec3 texcoord;
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} vertex;
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Evas_Object *win = NULL;
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Evas_Object *layout = NULL;
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Evas_Object *text = NULL;
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Evas_Object *btn_restart = NULL;
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Evas_Object *btn_quit = NULL;
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Eina_List *nodes = NULL;
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Ecore_Animator *anim_cube = NULL;
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Ecore_Animator *anim_camera = NULL;
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Ecore_Animator *anim_ball = NULL;
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Evas *evas = NULL;
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Eo *image = NULL;
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Evas_Real ball_position_x = 0.0;
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Evas_Real ball_position_y = -1.0;
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Evas_Real ball_position_z = 0.0;
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Evas_Real ball_vel_x = 0.0;
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Evas_Real ball_vel_y = 0.0;
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Evas_Real ball_vel_z = 0.0;
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Evas_Real ball_ac_x = 0.0;
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Evas_Real ball_ac_y = GE;
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Evas_Real ball_ac_z = 0.0;
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Evas_Real plane_alpha_x = 0.0;
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Evas_Real plane_alpha_z = 0.0;
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Eina_Bool reload = EINA_TRUE;
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Eina_Bool jump = EINA_FALSE;
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Eina_Bool game = EINA_TRUE;
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vertex *vertices = NULL;
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int score = 0;
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int vertex_count = 0;
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int index_count = 0;
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unsigned short *indices = NULL;
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float camera_y = 40.0;
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float camera_z = 70.0;
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int hight = 1;
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static const float cube_vertices[] =
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{
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/* Front */
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-1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0,
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1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0,
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-1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
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1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0,
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/* Back */
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1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0,
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-1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0,
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1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0,
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-1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0,
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/* Left */
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-1.0, 1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0,
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-1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0,
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-1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0,
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-1.0, -1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0,
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/* Right */
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1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0,
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1.0, 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0,
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1.0, -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0,
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1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0,
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/* Top */
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-1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0,
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1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0,
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-1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0,
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1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0,
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/* Bottom */
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1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0,
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-1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0,
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1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0,
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-1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0,
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};
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static const unsigned short cube_indices[] =
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{
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/* Front */
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0, 1, 2, 2, 1, 3,
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/* Back */
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4, 5, 6, 6, 5, 7,
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/* Left */
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8, 9, 10, 10, 9, 11,
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/* Right */
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12, 13, 14, 14, 13, 15,
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/* Top */
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16, 17, 18, 18, 17, 19,
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/* Bottom */
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20, 21, 22, 22, 21, 23
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};
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static inline vec3
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_normalize(const vec3 *v)
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{
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double l;
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vec3 vec;
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l = sqrt((v->x * v->x) + (v->y * v->y) + (v->z * v->z));
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if (l != 0)
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{
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vec.x = v->x / l;
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vec.y = v->y / l;
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vec.z = v->z / l;
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}
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return vec;
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}
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static void
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_sphere_fini()
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{
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free(vertices);
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free(indices);
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}
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static void
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_sphere_init(int precision)
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{
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int i, j;
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unsigned short *index;
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vertex_count = (precision + 1) * (precision + 1);
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index_count = precision * precision * 6;
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/* Allocate buffer. */
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vertices = malloc(sizeof(vertex) * vertex_count);
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indices = malloc(sizeof(unsigned short) * index_count);
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/* Calculate vertices position of the sphere mesh by using
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splitting of sphere by latitude and longitude. */
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for (i = 0; i <= precision; i++)
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{
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double lati, y, r;
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lati = (M_PI * (double)i) / (double)precision;
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y = cos(lati);
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r = fabs(sin(lati));
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for (j = 0; j <= precision; j++)
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{
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double longi;
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vertex *v;
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longi = (M_PI * 2.0 * j) / precision;
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v = &vertices[(i * (precision + 1)) + j];
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if ((j == 0) || (j == precision)) v->position.x = 0.0;
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else v->position.x = r * sin(longi);
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v->position.y = y;
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if ((j == 0) || (j == precision)) v->position.z = r;
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else v->position.z = r * cos(longi);
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v->normal = v->position;
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if (v->position.x > 0.0)
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{
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v->tangent.x = -v->normal.y;
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v->tangent.y = v->normal.x;
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v->tangent.z = v->normal.z;
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}
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else
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{
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v->tangent.x = v->normal.y;
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v->tangent.y = -v->normal.x;
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v->tangent.z = v->normal.z;
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}
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v->color.x = v->position.x;
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v->color.y = v->position.y;
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v->color.z = v->position.z;
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v->color.w = 1.0;
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if (j == precision) v->texcoord.x = 1.0;
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else if (j == 0) v->texcoord.x = 0.0;
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else v->texcoord.x = (double)j / (double)precision;
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if (i == precision) v->texcoord.y = 1.0;
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else if (i == 0) v->texcoord.y = 0.0;
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else v->texcoord.y = 1.0 - ((double)i / (double)precision);
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}
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}
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index = &indices[0];
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/* Calculate and fill in the buffer of indices,
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prepare stage for gl triangulation. */
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for (i = 0; i < precision; i++)
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{
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for (j = 0; j < precision; j++)
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{
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*index++ = (i * (precision + 1)) + j;
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*index++ = (i * (precision + 1)) + j + 1;
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*index++ = ((i + 1) * (precision + 1)) + j;
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*index++ = ((i + 1) * (precision + 1)) + j;
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*index++ = (i * (precision + 1)) + j + 1;
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*index++ = ((i + 1) * (precision + 1)) + j + 1;
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}
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}
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/* Triangulation of sphere mesh in appliance with buffer of indices. */
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for (i = 0; i < index_count; i += 3)
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{
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vec3 e1, e2;
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float du1, du2, dv1, dv2, f;
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vec3 tangent;
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vertex *v0 = &vertices[indices[i + 0]];
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vertex *v1 = &vertices[indices[i + 1]];
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vertex *v2 = &vertices[indices[i + 2]];
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e1.x = v1->position.x - v0->position.x;
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e1.y = v1->position.y - v0->position.y;
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e1.z = v1->position.z - v0->position.z;
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e2.x = v2->position.x - v0->position.x;
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e2.y = v2->position.y - v0->position.y;
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e2.z = v2->position.z - v0->position.z;
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du1 = v1->texcoord.x - v0->texcoord.x;
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dv1 = v1->texcoord.y - v0->texcoord.y;
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du2 = v2->texcoord.x - v0->texcoord.x;
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dv2 = v2->texcoord.y - v0->texcoord.y;
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f = 1.0 / ((du1 * dv2) - (du2 * dv1));
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tangent.x = f * ((dv2 * e1.x) - (dv1 * e2.x));
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tangent.y = f * ((dv2 * e1.y) - (dv1 * e2.y));
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tangent.z = f * ((dv2 * e1.z) - (dv1 * e2.z));
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v0->tangent = tangent;
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}
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/* Coupling between vertices by calculation of tangent parametr correct value. */
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for (i = 0; i <= precision; i++)
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{
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for (j = 0; j <= precision; j++)
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{
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if (j == precision)
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{
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vertex *v;
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v = &vertices[(i * (precision + 1)) + j];
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v->tangent = vertices[i * (precision + 1)].tangent;
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}
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}
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}
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}
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static void
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_restart_level(void *data, Evas_Object *btn, void *ev)
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{
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Eina_List *l = NULL;
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Eo *item = NULL;
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Scene_Data *scene = (Scene_Data *)data;
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Eina_Bool r = EINA_FALSE;
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EINA_LIST_FOREACH(scene->items, l, item)
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{
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eo_do(scene->root_node,
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evas_3d_node_member_del(item));
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scene->items = eina_list_remove_list(scene->items, l);
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}
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EINA_LIST_FOREACH(nodes, l, item)
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scene->items = eina_list_append(scene->items, item);
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EINA_LIST_FOREACH(scene->items, l, item)
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eo_do(scene->root_node,
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evas_3d_node_member_add(item));
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ball_position_x = 0.0;
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ball_position_y = -1.0;
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ball_position_z = 0.0;
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ball_vel_x = 0.0;
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ball_vel_y = 0.0;
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ball_vel_z = 0.0;
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ball_ac_x = 0.0;
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ball_ac_y = GE;
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ball_ac_z = 0.0;
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plane_alpha_x = 0.0;
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plane_alpha_z = 0.0;
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score = 0;
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reload = EINA_TRUE;
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game = EINA_TRUE;
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}
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static void
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_key_down(void *data,
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Evas *e EINA_UNUSED,
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Evas_Object *eo EINA_UNUSED,
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void *event_info)
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{
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Evas_Event_Key_Down *ev = event_info;
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Scene_Data *scene = (Scene_Data *)data;
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if (reload)
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{
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if (!strcmp(ev->key, "w"))
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{
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plane_alpha_z -= ANGLE_IT;
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ball_ac_z = sin(plane_alpha_z);
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}
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if (!strcmp(ev->key, "s"))
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{
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plane_alpha_z += ANGLE_IT;
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ball_ac_z = sin(plane_alpha_z);
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}
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if (!strcmp(ev->key, "d"))
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{
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plane_alpha_x += ANGLE_IT;
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ball_ac_x = sin(plane_alpha_x);
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}
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if (!strcmp(ev->key, "a"))
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{
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plane_alpha_x -= ANGLE_IT;
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ball_ac_x = sin(plane_alpha_x);
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}
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if (!strcmp(ev->key, "space"))
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{
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ball_vel_y += KE;
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ball_position_y += 0.1;
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jump = EINA_TRUE;
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++hight;
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}
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if (!strcmp(ev->key, "Up"))
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{
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if (camera_y > 26.5)
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{
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camera_y -= 0.5;
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camera_z -= 0.5 * (7 / 4);
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}
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}
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if (!strcmp(ev->key, "Down"))
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{
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if (camera_y < 100.0)
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{
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camera_y += 0.5;
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camera_z += 0.5 * (7 / 4);
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}
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}
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if (!strcmp(ev->key, "n"))
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{
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camera_y = 40.0;
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camera_z = 70.0;
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}
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if (!strcmp(ev->key, "Return"))
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{
|
||||
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()
|
Binary file not shown.
After Width: | Height: | Size: 50 KiB |
|
@ -0,0 +1,251 @@
|
|||
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";
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue