examples: remove mnit_dino
[nit.git] / examples / mnit_dino / src / dino.nit
diff --git a/examples/mnit_dino/src/dino.nit b/examples/mnit_dino/src/dino.nit
deleted file mode 100644 (file)
index 27ced99..0000000
+++ /dev/null
@@ -1,100 +0,0 @@
-# This file is part of NIT ( http://www.nitlanguage.org ).
-#
-# Copyright 2012-2013 Alexis Laferrière <alexis.laf@xymus.net>
-#
-# Licensed under the Apache License, Version 2.0 (the "License");
-# you may not use this file except in compliance with the License.
-# You may obtain a copy of the License at
-#
-#     http://www.apache.org/licenses/LICENSE-2.0
-#
-# Unless required by applicable law or agreed to in writing, software
-# distributed under the License is distributed on an "AS IS" BASIS,
-# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-# See the License for the specific language governing permissions and
-# limitations under the License.
-
-# App for the Dino game, manages App lifecyle and inputs
-module dino is
-       app_version(0, 2, git_revision)
-       app_name("mnit Dino")
-end
-
-import mnit
-
-import graphism
-import fancy_dino
-import splash
-
-redef class App
-       var cavemen_at_first_level = 6
-       var cavemen_incr = 4
-
-       var game : nullable Game = null
-       var score = new Ref[Int](0)
-       var imgs : nullable ImageSet = null
-       var splash : nullable SplashScreen = null
-
-       redef fun on_create
-       do
-               super
-
-               maximum_fps = 80.0
-
-               var display = display
-               assert display != null
-
-               # load only splash images
-               splash = new SplashScreen( self )
-               splash.draw( display, false )
-
-               # load other images
-               imgs = new ImageSet( self )
-
-               splash.draw( display, true )
-       end
-
-       redef fun frame_core( display )
-       do
-               var game = game
-               if game != null then
-                       var turn = game.do_turn
-                       game.draw( display, imgs.as(not null), turn )
-               else
-                       splash.draw( display, true )
-               end
-       end
-
-       redef fun input( input_event )
-       do
-               if input_event isa QuitEvent then # close window button
-                       quit = true # orders system to quit
-                       return true # this event has been handled
-
-               else if input_event isa PointerEvent then
-                       if game == null then
-                               # start from splash
-                               game = new Game( cavemen_at_first_level, score )
-                       else if game.over and game.ready_to_start_over then
-                               # play next game
-                               var next_nbr_caveman = game.nbr_wanted_cavemen
-                               if game.won then
-                                       next_nbr_caveman += cavemen_incr
-                               else
-                                       score = new Ref[Int](0)
-                                       next_nbr_caveman = cavemen_at_first_level
-                               end
-                               game = new Game( next_nbr_caveman, score )
-                       else
-                               # normal play
-                               game.dino.going_to = (new ScreenPos( input_event.x, input_event.y )).to_game( display.as(not null) )
-                       end
-                       return true
-
-               else if input_event isa KeyEvent then
-                       return false
-               end
-
-               return false # unknown event, can be handled by something else
-       end
-end