+++ /dev/null
-default: linux
-
-../../contrib/inkscape_tools/bin/svg_to_icons:
- $(MAKE) -C ../../contrib/inkscape_tools
-
-android: icon
- mkdir -p bin
- ../../bin/nitc -o bin/ballz.apk src/ballz_android.nit
-
-android-release: icon
- mkdir -p bin
- ../../bin/nitc -o bin/ballz.apk src/ballz_android.nit --release
-
-linux:
- mkdir -p bin
- ../../bin/nitc -o bin/ballz src/ballz_linux.nit
-
-icon: ../../contrib/inkscape_tools/bin/svg_to_icons
- mkdir -p android/res
- ../../contrib/inkscape_tools/bin/svg_to_icons art/ball.svg --android --out android/res/
-
-clean:
- rm -rf bin android
+++ /dev/null
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+++ /dev/null
-Categories:Nit
-License:Apache2
-Web Site:http://nitlanguage.org
-Source Code:http://nitlanguage.org/nit.git/tree/HEAD:/examples/mnit_ballz
-Issue Tracker:https://github.com/nitlang/nit/issues
-
-Summary:A Sensor Demo
-Description:
-Demonstration of the mnit+android sensor API.
-Control a ball with tap, tilt, obscur, etc.
-.
+++ /dev/null
-[package]
-name=mnit_ballz
-tags=game
-maintainer=Romain Chanoir <romain.chanoir@viacesi.fr>
-license=Apache-2.0
-[upstream]
-browse=https://github.com/nitlang/nit/tree/master/examples/mnit_ballz/
-git=https://github.com/nitlang/nit.git
-git.directory=examples/mnit_ballz/
-homepage=http://nitlanguage.org
-issues=https://github.com/nitlang/nit/issues
-apk=http://nitlanguage.org/fdroid/apk/ballz.apk
+++ /dev/null
-# this file is part of NIT ( http://www.nitlanguage.org ).
-#
-# 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.
-
-
-# All the assets needed by the appplication, regrouped in one class
-module assets
-
-import app::audio
-import mnit::assets
-
-
-# Contains all the assets
-class Assets
-
- # Sound for the wall destruction
- var wall_destruction = new Sound("walld.wav")
-
- # Sound when the ball bounce
- var bounce = new Sound("bounce.ogg")
-
- # Image of the ball
- var ball: Image is noinit
-
- # Image for the horizontal walls
- var horizontal_wall: Image is noinit
-
- # Image for the vertical walls
- var vertical_wall: Image is noinit
-
- # Loads all the assets
- fun load do
- ball = app.load_image("images/ball.png")
- horizontal_wall = app.load_image("images/horizontal_wall.png")
- vertical_wall = app.load_image("images/vertical_wall.png")
- wall_destruction.load
- bounce.load
- end
-end
+++ /dev/null
-# this file is part of NIT ( http://www.nitlanguage.org ).
-#
-# 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.
-
-
-# Android part of mnit_ballz
-module ballz_android is
- app_version(0, 2, git_revision)
- app_name("Ballz")
- app_namespace "org.nitlanguage.ballz"
- android_api_target 19
-end
-
-import android::portrait
-import android::sensors
-import display
-import mnit::android
-
-redef class App
-
- # The game
- var game: nullable Game is noautoinit
-
- redef fun run do
- accelerometer.enabled = true
- accelerometer.event_rate = 10000
- magnetic_field.enabled = true
- gyroscope.enabled = true
- light.enabled = true
- proximity.enabled = true
- maximum_fps = 50.0
- sensors_support_enabled = true
- super
- end
-
- redef fun on_create
- do
- super
- var display = self.display.as(not null)
- game = new Game(display.width.to_f, display.height.to_f)
- end
-
- redef fun frame_core(display)
- do
- var game = game
- if game != null then
- game.do_turn
- game.draw(display, assets)
- end
- end
-
- redef fun input(ie)
- do
- if paused then return false
- if ie isa QuitEvent then
- quit = true
- return true
- end
- var game = game
- if game != null then
- return game.input(ie)
- end
- return false
- end
-end
-
-redef class Ball
-
- redef fun intercepts(event)
- do
- if event isa ASensorAccelerometer then
- acceleration(event.x, event.y)
- else if event isa ASensorMagneticField then
- #deal with Magnetic field sensor
- #print "ASensorMagneticField : x = " + event.x.to_s + " y = " + event.y.to_s + " z = " + event.z.to_s
- else if event isa ASensorGyroscope then
- #deal with Gyroscope sensor
- #print "ASensorGyroscope : x = " + event.x.to_s + " y = " + event.y.to_s + " z = " + event.z.to_s
- else if event isa ASensorLight then
- #deal with light sensor
- #print "ASensorLight : light = " + event.light.to_s
- else if event isa ASensorProximity then
- #deal with proximity sensor
- #print "ASensorProximity : distance = " + event.distance.to_s
- else if event isa MotionEvent then
- end
- return true
- end
-end
-
-
-redef class Game
-
- redef fun input(ie)
- do
- if ie isa ASensorAccelerometer or ie isa MotionEvent then
- ball.intercepts(ie)
- return true
- end
- return false
- end
-end
+++ /dev/null
-# this file is part of NIT ( http://www.nitlanguage.org ).
-#
-# 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.
-
-# Linux part of mnit_ballz
-module ballz_linux
-
-import mnit::linux
-import display
-
-
-redef class App
-
- private var up_arrow_down = false
- private var down_arrow_down = false
- private var left_arrow_down = false
- private var right_arrow_down = false
- private var game: nullable Game is noautoinit
-
- redef fun run
- do
- maximum_fps = 50.0
- super
- end
-
- redef fun on_create
- do
- super
- var display = self.display.as(not null)
- game = new Game(display.width.to_f, display.height.to_f)
- end
-
- redef fun frame_core(display)
- do
- if up_arrow_down then input(new SDLKeyEvent("up", true))
- if down_arrow_down then input(new SDLKeyEvent("down", true))
- if left_arrow_down then input(new SDLKeyEvent("left", true))
- if right_arrow_down then input(new SDLKeyEvent("right", true))
-
- var game = game
- if game != null then
- game.do_turn
- game.draw(display, assets)
- end
- end
-
- redef fun input(ie)
- do
- if ie isa QuitEvent then
- quit = true
- return true
- end
- var game = game
- if game != null then
- return game.input(ie)
- end
- return false
- end
-end
-
-redef class Ball
-
- redef fun intercepts(event)
- do
- var value = 5.0
- if event isa SDLKeyEvent then
- if event.is_arrow_left then
- acceleration(value, 0.0)
- app.left_arrow_down = event.is_down
- end
- if event.is_arrow_right then
- acceleration(-value, 0.0)
- app.right_arrow_down = event.is_down
- end
- if event.is_arrow_up then
- acceleration(0.0, -value)
- app.up_arrow_down = event.is_down
- end
- if event.is_arrow_down then
- acceleration(0.0, value)
- app.down_arrow_down = event.is_down
- end
- end
- return false
- end
-end
-
-redef class Game
-
- redef fun input(ie)
- do
- ball.intercepts(ie)
- return false
- end
-end
+++ /dev/null
-# This file is part of NIT ( http://www.nitlanguage.org ).
-#
-# 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.
-
-# Geometric computations around vectors and points for collision detection
-module collision
-
-import geometry
-
-# trigonometry
-
-# Get the distance between `p1` and `p2`
-fun distance(p1, p2: Point[Float]): Float
-do
- var x = p1.x - p2.x
- var y = p1.y - p2.y
- return ( x * x + y * y ).sqrt
-end
-
-# Get the magnitude (length) of `vector`
-fun magnitude(vector: Point[Float]): Float do return ( vector.x * vector.x + vector.y * vector.y ).sqrt
-
-# Get the unit vector of `vector`
-fun unit_vector(vector: Point[Float]): Point[Float] do return new Point[Float](vector.x / magnitude(vector), vector.y / magnitude(vector))
-
-# Get the dot product of vectors `v1` and `v2`
-fun dot_product(v1, v2: Point[Float]): Float do return v1.x * v2.x + v1.y * v2.y
-
-# Get the vector between `start_point` and `end_point`
-fun vector_between(start_point, end_point: Point[Float]): Point[Float] do return new Point[Float](end_point.x - start_point.x, end_point.y - start_point.y)
-
-# Returns the point on a line with endpoints `l1` and `l2` closest to `center`
-fun point_closest_to_line(center, l1, l2: Point[Float]): Point[Float]
-do
- var luvector = unit_vector(vector_between(l1, l2))
- var l_to_ball = vector_between(l1, center)
-
- var projection = dot_product(l_to_ball, luvector)
-
- if projection <= 0.0 then return l1
- if projection >= distance(l1, l2) then return l2
- return new Point[Float](l1.x + luvector.x * projection, l1.y + luvector.y * projection)
-end
-
-# Is the ball with the `center` and `radius` intersecting the line with the endpoints `l1` and `l2`?
-fun is_intersecting(center, l1, l2: Point[Float], radius: Float): Bool
-do
- var closest = point_closest_to_line(center, l1, l2)
- var distance = distance(center, closest)
- return distance < radius
-end
-
-# Bouncing function, returns the new point of the center of the ball
-fun bounce(center, l1, l2, offset: Point[Float]): Point[Float]
-do
- var bln = bounce_line_normal(center, l1, l2)
- var dot = dot_product(offset, bln)
- return new Point[Float](offset.x - (2.0 * dot * bln.x), offset.y - (2.0 * dot * bln.y))
-end
-
-private fun bounce_line_normal(center, l1, l2: Point[Float]): Point[Float]
-do
- var p = point_closest_to_line(center, l1, l2)
- var v = vector_between(p, center)
- return unit_vector(v)
-end
-
-# Rotate `p` around `center` through `angle`
-fun rotate_point(p, center: Point[Float], angle: Float): Point[Float]
-do
- var s = angle.sin
- var c = angle.cos
-
- var nx = c * (p.x - center.x) - s * (p.y - center.y) + center.x
- var ny = s * (p.x - center.x) + c * (p.y - center.y) + center.y
- return new Point[Float](nx, ny)
-end
+++ /dev/null
-# this file is part of NIT ( http://www.nitlanguage.org ).
-#
-# 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.
-
-# Handles the drawing of all the game
-module display
-
-import game_logic
-
-redef class Ball
-
- # Draw `self` onto `display` with image from `assets`
- fun draw(display: Display, assets: Assets)
- do
- display.blit_centered(assets.ball, center.x, center.y)
- end
-end
-
-redef class Wall
-
- # Draw `self` onto `display` with image from `assets`
- fun draw(display: Display, assets: Assets)
- do
- display.blit_rotated(assets.vertical_wall, center.x, center.y, angle)
- end
-end
-
-redef class Game
-
- # Draw all the entities onto `display`
- fun draw(display: Display, assets: Assets)
- do
- display.clear (0.0, 0.0, 0.0)
- ball.draw(display, assets)
- for wall in walls do wall.draw(display, assets)
- end
-end
+++ /dev/null
-#this file is part of NIT ( http://www.nitlanguage.org ).
-#
-# 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.
-
-# All the logic of the game
-module game_logic
-
-import assets
-import objects
-import geometry::quadtree
-import collision
-
-redef class Ball
-
- # Scale for drawing the image of `self`
- var scale = 1.0
-
- # ASensorProximity value for modifying `scale`
- # Not used yet
- var scale_proximity_modifier = 6.0
-
- # Radius of `self`
- var radius = 32.0
-
- # Movement vector of `self`
- var offset = new Point[Float](0.0, 0.0)
-
- # Calculates the acceleration of `self`
- fun acceleration(x,y: Float)
- do
- var max_offset = 10.0
- var max_value = 9.80
- var offset_x = offset.x - x/max_value
- var offset_y = offset.y + y/max_value
- if offset_x > max_offset then offset_x = max_offset
- if offset_x < -max_offset then offset_x = -max_offset
- if offset_y > max_offset then offset_y = max_offset
- if offset_y < -max_offset then offset_y = -max_offset
- offset = new Point[Float](offset_x, offset_y)
- end
-
- # Do the collision detection, then move `self`consequently
- fun do_turn(game: Game)
- do
- offset = new Point[Float](offset.x * 0.98, offset.y * 0.98)
- var np = collision(game.quadtree)
- if np != null then
- offset = np
- center = new Point[Float](center.x + offset.x, center.y + offset.y)
- else
- center = new Point[Float](center.x + offset.x, center.y + offset.y)
- end
- end
-
- # Collision detection
- fun collision(quadtree: SQuadTree[OrientedLine]): nullable Point[Float]
- do
-
- var nx = self.center.x + offset.x
- var ny = self.center.y + offset.y
- var new_center = new Point[Float](nx, ny)
- var effective_radius = radius*scale
- # Lines intersecting with the ball
- var intersecting_lines = new Array[OrientedLine]
-
- # Line intersecting closest to the ball
- var intersecting_line: nullable OrientedLine = null
-
- # closest point of the intersecting line
- var closest_point: nullable Point[Float] = null
-
- # get the intersecting lines with help of the quadtree
- var lines = quadtree.items_overlapping(new_center.padded(effective_radius))
- for l in lines do
- if is_intersecting(new_center, l.point_left, l.point_right, effective_radius) then
- intersecting_lines.add(l)
- end
- end
-
- # get the line closest to the ball from the intersecting lines, setting the closest point
- var min_dist = 100.0
- if intersecting_lines.length >= 2 then
- for l in intersecting_lines do
- var closest = point_closest_to_line(new_center, l.point_left, l.point_right)
- var distance = distance(closest, new_center)
- if distance < min_dist then
- min_dist = distance
- intersecting_line = l
- closest_point = closest
- end
- end
- else if intersecting_lines.length == 1 then
- intersecting_line = intersecting_lines[0]
- closest_point = point_closest_to_line(new_center, intersecting_line.point_left, intersecting_line.point_right)
- end
-
- if intersecting_line != null and closest_point != null then
- return bounce(center, intersecting_line.point_left, intersecting_line.point_right, offset)
- end
- return null
- end
-
- # Event interception
- fun intercepts(event: InputEvent): Bool is abstract
-end
-
-# The core of the game
-class Game
-
- # The Ball!
- var ball: Ball is noinit
-
- # List of walls in the level
- var walls: Array[Wall] is noinit
-
- # Width of the display
- var width: Float
-
- # Heightof the display
- var height: Float
-
- # Quadtree used for collision detection
- var quadtree: SQuadTree[OrientedLine] is noinit
-
- init
- do
- ball = new Ball(new Point[Float](width/2.0, height/2.0))
- # Walls initialisation
- var walla = new Wall(new Point[Float](width/4.0, height/4.0), pi/3.0, 1.0)
- var wallb = new Wall(new Point[Float](width*0.75, height/4.0), 0.0, 1.0)
- var wallc = new Wall(new Point[Float](width/4.0, height*0.75), 0.0, 1.0)
- var walld = new Wall(new Point[Float](width*0.75, height*0.75), pi/3.0, 1.0)
- walls = new Array[Wall].with_items(walla, wallb, wallc, walld)
-
- # adding screen bordures
- var i = new Point[Float](0.0,0.0)
- var a = new Point[Float](0.0, height/2.0)
- var b = new Point[Float](width/2.0, 0.0)
- var c = new Point[Float](width, height/2.0)
- var d = new Point[Float](width/2.0, height)
-
- var l1 = new OrientedLine(i, i, pi/2.0, height, a)
- var l2 = new OrientedLine(i, i, 0.0, width, b)
- var l3 = new OrientedLine(i, i, pi/2.0, height, c)
- var l4 = new OrientedLine(i, i, 0.0, width, d)
-
- quadtree = new SQuadTree[OrientedLine](5, width, height)
- for w in walls do for l in w.lines do
- quadtree.add(l)
- end
- quadtree.add(l1)
- quadtree.add(l2)
- quadtree.add(l3)
- quadtree.add(l4)
- end
-
- # Only calls `do_turn` of the ball for the moment
- fun do_turn do ball.do_turn(self)
-
- # Input gestion
- fun input(ie: InputEvent): Bool do return false
-end
-
-redef class App
-
- # Assets used in all the app
- var assets = new Assets
-
- redef fun on_create do
- super
- assets.load
- end
-end
+++ /dev/null
-# This file is part of NIT ( http://www.nitlanguage.org ).
-#
-# 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.
-
-# Module containing all objects of the game
-module objects
-
-import geometry
-import geometry::polygon
-import geometry::boxes
-import collision
-
-# The ball is the main character of the game!
-class Ball
- # Center of the ball
- var center: Point[Float] is writable
-end
-
-# Walls make the ball bounce on them
-class Wall
- # Coordinates of the center of the wall
- var center: Point[Float]
-
- # Angle in radian
- var angle: Float
-
- # Scale for drawing `self`
- var scale: Float
-
- # Width of `self`
- var width: Float is noautoinit
-
- # Height of `self`
- var height: Float is noautoinit
-
- # Lines composing `self`
- var lines: Array[OrientedLine] is noautoinit
-
- # Initialize `self` with all its lines from `center` and `angle`
- init do
- self.height = 128.0
- self.width = 32.0
- var i = new Point[Float](0.0, 0.0)
- var j = new Point[Float](0.0, 0.0)
-
- var a = new Point[Float]((center.x - width/2.0), center.y)
- var b = new Point[Float]((center.x), (center.y - height/2.0))
- var c = new Point[Float]((center.x + width/2.0), center.y)
- var d = new Point[Float]((center.x), (center.y + height/2.0))
-
- var l1 = new OrientedLine(i, j, angle - pi/2.0, height * scale.to_f, rotate_point(a, center, angle))
- var l2 = new OrientedLine(i, j, angle, width * scale.to_f, rotate_point(b, center, angle))
- var l3 = new OrientedLine(i, j, angle - pi/2.0, height * scale.to_f, rotate_point(c, center, angle))
- var l4 = new OrientedLine(i, j, angle, width * scale.to_f, rotate_point(d, center, angle))
- lines = new Array[OrientedLine]
- lines.add_all([l1, l2, l3, l4])
- end
-end
-
-# A line represented with a center and an angle
-class OrientedLine
- super Line[Float]
- redef type P: Point[Float]
-
- # Angle in radian
- var angle: Float is writable
-
- # Length
- var length: Float
-
- # Center
- var center: Point[Float]
-
- redef fun point_left
- do
- var luv = unit_vector(new Point[Float](angle.cos, angle.sin))
- var offset_from_center = new Point[Float](luv.x * (length / 2.0), luv.y * (length / 2.0))
- return new Point[Float](center.x + offset_from_center.x, center.y + offset_from_center.y)
- end
-
- redef fun point_right
- do
- var luv = unit_vector(new Point[Float](angle.cos, angle.sin))
- var offset_from_center = new Point[Float](luv.x * length / 2.0, luv.y * length / 2.0)
- return new Point[Float](center.x - offset_from_center.x, center.y - offset_from_center.y)
- end
-
- redef fun left do return point_left.x.min(point_right.x)
- redef fun right do return point_left.x.max(point_right.x)
-end