efbb: makes it works with ephysics API changes

SVN revision: 77786
This commit is contained in:
Bruno Dilly 2012-10-10 19:18:38 +00:00
parent 1347026337
commit aa508a31d3
1 changed files with 14 additions and 13 deletions

View File

@ -128,7 +128,7 @@ _sea_of_death(void *data, EPhysics_Body *body, void *event_info __UNUSED__)
double body_mass;
int y;
ephysics_body_geometry_get(body, NULL, &y, NULL, NULL);
ephysics_body_geometry_get(body, NULL, &y, NULL, NULL, NULL, NULL);
if (y <= FLOOR_Y + 100) return;
body_mass = ephysics_body_mass_get(body);
@ -215,8 +215,8 @@ _body_col(void *data, EPhysics_Body *body, void *event_info)
int pts;
body2 = ephysics_body_collision_contact_body_get(collision);
ephysics_body_linear_velocity_get(body, &vel_x1, &vel_y1);
ephysics_body_linear_velocity_get(body2, &vel_x2, &vel_y2);
ephysics_body_linear_velocity_get(body, &vel_x1, &vel_y1, NULL);
ephysics_body_linear_velocity_get(body2, &vel_x2, &vel_y2, NULL);
body_data = ephysics_body_data_get(body);
@ -235,7 +235,7 @@ _body_col(void *data, EPhysics_Body *body, void *event_info)
pts = _body_points_get(body);
score_inc(game->score, pts);
ephysics_body_collision_position_get(collision, &x, &y);
ephysics_body_collision_position_get(collision, &x, &y, NULL);
ephysics_camera_position_get(ephysics_world_camera_get(
ephysics_body_world_get(body)), &cx, NULL);
@ -307,7 +307,7 @@ _body_camera_limit(void *data, EPhysics_Body *body, void *event_info __UNUSED__)
return;
}
ephysics_body_geometry_get(body, &x, NULL, &w, NULL);
ephysics_body_geometry_get(body, &x, NULL, NULL, &w, NULL, NULL);
if (!tracked_body)
{
@ -424,7 +424,7 @@ _mouse_up(void *data, Evas *e __UNUSED__, Evas_Object *obj __UNUSED__,
ephysics_body_sleeping_threshold_set(body, 30, 240);
ephysics_body_restitution_set(body, 0.05);
ephysics_body_evas_object_set(body, body_image, EINA_TRUE);
ephysics_body_central_impulse_apply(body, impulse_x, - impulse_y);
ephysics_body_central_impulse_apply(body, impulse_x, - impulse_y, 0);
ephysics_body_data_set(body, body_data);
sound_play("cannon.wav");
@ -576,7 +576,7 @@ _create_cube(Game *game, const char *type, int w, int h, int x, int y,
if (level_time_attack_get(game->cur_level))
{
ephysics_body_linear_velocity_set(body, 30, 0);
ephysics_body_linear_velocity_set(body, 30, 0, 0);
ephysics_body_event_callback_add(body, EPHYSICS_CALLBACK_BODY_DEL,
_sea_of_death, game);
@ -640,7 +640,7 @@ _create_target(Game *game, const char *type, int w, int h, int x, int y)
if (level_time_attack_get(game->cur_level))
{
ephysics_body_linear_velocity_set(body, 30, 0);
ephysics_body_linear_velocity_set(body, 30, 0, 0);
ephysics_body_damping_set(body, 0, 0.4);
ephysics_body_event_callback_add(body, EPHYSICS_CALLBACK_BODY_DEL,
_sea_of_death, game);
@ -965,10 +965,10 @@ _ship_time_attack_cb(void *data)
{
Evas_Object *object;
Game *game = data;
int x, y, w, h;
int x, y, z, w, h, d;
Eina_List *l;
ephysics_body_geometry_get(game->ship, &x, &y, &w, &h);
ephysics_body_geometry_get(game->ship, &x, &y, &z, &w, &h, &d);
if (x >= 2260)
{
@ -979,7 +979,7 @@ _ship_time_attack_cb(void *data)
return EINA_FALSE;
}
ephysics_body_geometry_set(game->ship, ++x, y, w, h);
ephysics_body_geometry_set(game->ship, ++x, y, z, w, h, d);
EINA_LIST_FOREACH(game->extra_obj, l, object)
{
@ -1032,7 +1032,7 @@ _level_load(Game *game)
ground_body = ephysics_body_box_add(game->cur_world);
ephysics_body_mass_set(ground_body, 0);
ephysics_body_geometry_set(ground_body, 0, FLOOR_Y, 2560, 10);
ephysics_body_geometry_set(ground_body, 0, FLOOR_Y, -15, 2560, 10, 30);
ephysics_body_restitution_set(ground_body, 0.65);
ephysics_body_friction_set(ground_body, 12);
ephysics_body_data_set(ground_body, body_data);
@ -1054,7 +1054,8 @@ _level_load(Game *game)
ephysics_body_geometry_set(cannon_wall,
level_cannon_pos_x_get(game->cur_level) + 5,
level_cannon_pos_y_get(game->cur_level) + 18,
123, 50);
-15,
123, 50, 30);
ephysics_body_mass_set(cannon_wall, 0);
game->cannon_area = evas_object_rectangle_add(game->evas);