-default: android
+default: linux
../../contrib/inkscape_tools/bin/svg_to_icons:
$(MAKE) -C ../../contrib/inkscape_tools
mkdir -p bin
../../bin/nitc -o bin/ballz.apk src/ballz_android.nit
+linux:
+ mkdir -p bin
+ ../../bin/nitc -o bin/ballz src/ballz_linux.nit
+
icon: ../../contrib/inkscape_tools/bin/svg_to_icons
mkdir -p res
../../contrib/inkscape_tools/bin/svg_to_icons art/ball.svg --android --out res/
--- /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
# this file is part of NIT ( http://www.nitlanguage.org ).
#
-# Copyright 2014 Romain Chanoir <romain.chanoir@viacesi.fr>
-#
# 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
# 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(1, 0, git_revision)
+ app_version(0, 2, git_revision)
app_name("Ballz")
+ app_namespace "org.nitlanguage.ballz"
+ android_api_target 19
end
import android::portrait
-
-import game_logic
+import android::sensors
+import display
+import mnit::android
redef class App
- var screen: nullable Screen
+ # The game
+ var game: nullable Game is noautoinit
- redef fun run
- do
- sensors_support_enabled = true
+ redef fun run do
accelerometer.enabled = true
accelerometer.event_rate = 10000
magnetic_field.enabled = true
light.enabled = true
proximity.enabled = true
maximum_fps = 50
-
+ sensors_support_enabled = true
super
end
redef fun on_create
do
super
- screen = new Screen(self, display.as(Display))
+ game = new Game(display.width.to_f, display.height.to_f)
end
redef fun frame_core(display)
do
- var screen = self.screen
- if screen != null then
- screen.game.do_turn
- screen.do_frame(display)
+ 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
+ do
+ if paused then return false
+ if ie isa QuitEvent then
quit = true
return true
end
- if screen != null then
- return screen.input(ie)
+ 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
--- /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
+ super
+ end
+
+ redef fun on_create
+ do
+ super
+ 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
#this file is part of NIT ( http://www.nitlanguage.org ).
#
-# Copyright 2014 Romain Chanoir <romain.chanoir@viacesi.fr>
-#
# 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
# See the License for the specific language governing permissions and
# limitations under the License.
+# All the logic of the game
module game_logic
-import mnit::android
-import android::sensors
+import assets
+import objects
+import geometry::quadtree
+import collision
-class Ball
- var x: Float
- var y: Float
- var dim: Int
- var walls_activated: Bool
- var offset_x = 0.0
- var offset_y = 0.0
- var going_left: Bool
- var going_down: Bool
+redef class Ball
- var game: Game
+ # Scale for drawing the image of `self`
+ var scale = 1.0
- init(game: Game, x,y: Float, walls: Bool)
- do
- self.x = x
- self.y = y
- self.dim = 20
- self.game = game
- self.walls_activated = walls
- end
+ # 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)
- # not very useful at this time
- fun do_turn
+ # 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
- fun intercepts(event: InputEvent): Bool
+ # Do the collision detection, then move `self`consequently
+ fun do_turn(game: Game)
do
- if event isa ASensorAccelerometer then
- do_move(event)
- 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
- activate_walls(event)
+ 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
- return true
end
- fun do_move (event: ASensorAccelerometer)
+ # Collision detection
+ fun collision(quadtree: SQuadTree[OrientedLine]): nullable Point[Float]
do
- # acceleration value
- var vx = event.x
- var vy = event.y
- var gw = game.width
- var gh = game.height
-
- # acceleration
- var max_value = 9.80
- var acceleration_x = vx/max_value
- var acceleration_y = vy/max_value
- offset_x -= (acceleration_x/10.0)*(vx.abs) + offset_x/125.0
- offset_y += (acceleration_y/10.0)*(vy.abs) - offset_y/125.0
- var nx = self.x + offset_x
- var ny = self.y + offset_y
- going_left = offset_x > 0.0
- going_down = offset_y > 0.0
-
- # x value
- if nx >= 0.0 and nx <= gw then
- self.x = nx
- else if nx < 0.0 then
- if not walls_activated then self.x = gw else do_bounce(1)
- else if nx > gw then
- if not walls_activated then self.x = 0.0 else do_bounce(1)
+ 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
- # y value
- if ny >= 0.0 and ny <= gh then
- self.y = ny
- else if ny < 0.0 then
- if not walls_activated then self.y = gh else do_bounce(2)
- else if ny > gh then
- if not walls_activated then self.y = 0.0 else do_bounce(2)
+ # 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
- end
- # bounce in function of the position of the wall relative to the ball: 1=left or right, 2=top or down
- fun do_bounce(wall_position: Int)
- do
- if wall_position == 1 then
- offset_x = -offset_x*0.85
- else if wall_position == 2 then
- offset_y = -offset_y*0.85
- end
- if offset_x.abs > 1.0 and offset_y.abs > 1.0 then
- self.x += offset_x
- self.y += offset_y
+ 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
- fun activate_walls(event: MotionEvent)
- do
- if event.just_went_down then
- walls_activated = not walls_activated
- end
- end
+ # Event interception
+ fun intercepts(event: InputEvent): Bool is abstract
end
-class Screen
- var ball_img: Image
- var game: Game
-
- init(app: App, display: Display)
- do
- game = new Game(display)
- ball_img = app.load_asset("images/ball.png").as(Image)
- var scale = game.img_dim.to_f / game.img_ori_dim.to_f
- ball_img.scale = scale
- ball_img.scale = 3.0
- end
+# The core of the game
+class Game
- fun do_frame(display: Display)
- do
- display.clear(0.0, 0.0, 0.0)
- display.blit_rotated(ball_img, game.ball.x, game.ball.y, 0.0)
- end
+ # The Ball!
+ var ball: Ball is noinit
- fun input(ie: InputEvent): Bool
- do
- if ie isa ASensorProximity then
- if ie.distance == 0.0 then ball_img.scale = 6.0 else ball_img.scale = 3.0
- else
- game.ball.intercepts(ie)
- end
- return true
- end
-end
+ # List of walls in the level
+ var walls: Array[Wall] is noinit
-class Game
- var ball: Ball
+ # Width of the display
var width: Float
+
+ # Heightof the display
var height: Float
- var img_ori_dim: Int = 256
- fun img_dim: Int do return 210
+ # Quadtree used for collision detection
+ var quadtree: SQuadTree[OrientedLine] is noinit
- init(display: Display)
+ init
do
- width = display.width.to_f
- height = display.height.to_f
- ball = new Ball(self, width/2.0, height/2.0, false)
+ 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
- fun do_turn
- do
- ball.do_turn
+ # 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
end
redef class PlayableAudio
- redef init do app.add_to_sounds(self)
+ redef init do add_to_sounds(self)
end
redef class Sound
redef class App
- # Sounds handled by the application, when you load a sound, it's added to this list.
- # This array is used in `pause` and `resume`
- private var sounds = new Array[PlayableAudio]
# Returns the default MediaPlayer of the application.
# When you load a music, it goes in this MediaPlayer.
return add_to_sounds(default_mediaplayer.load_sound(resource_manager.raw_id(music), self.native_activity)).as(Music)
end
- # Factorizes `sounds.add` to use it in `load_music`, `load_sound`, `load_music_from_res` and `load_sound_from_res`
- private fun add_to_sounds(sound: PlayableAudio): PlayableAudio do
- sounds.add(sound)
- return sound
- end
-
redef fun on_pause do
super
for s in sounds do s.pause
for s in sounds do s.resume
end
end
+
+redef class Sys
+
+ # Sounds handled by the application, when you load a sound, it's added to this list.
+ # This array is used in `pause` and `resume`
+ private var sounds = new Array[PlayableAudio]
+
+ # Factorizes `sounds.add` to use it in `load_music`, `load_sound`, `load_music_from_res` and `load_sound_from_res`
+ private fun add_to_sounds(sound: PlayableAudio): PlayableAudio do
+ sounds.add(sound)
+ return sound
+ end
+end
#
# ~~~~nitish
# #FIXME rewrite the example
-# var app = new MyApp
-# app.sensors_support_enabled = true
-# app.accelerometer.enabled = true
-# app.accelerometer.eventrate = 10000
-# app.magnetic_field.enabled = true
-# app.gyroscope.enabled = true
-# app.light.enabled = true
-# app.proximity.enabled = true
-# app.main_loop
+# redef class App
+# sensors_support_enabled = true
+# accelerometer.enabled = true
+# accelerometer.eventrate = 10000
+# magnetic_field.enabled = true
+# gyroscope.enabled = true
+# light.enabled = true
+# proximity.enabled = true
+# end
# ~~~~
#
-# In this example, we enable the sensor support, then enable all types of sensors supported, before running the app.
-# The result is you get all type of SensorEvent (ASensorAccelerometer, ASensorMagneticField ...) in the input method of your app
+# In this example, we enable the sensor support, then enable all types of sensors supported by the API, directly with `App` attributes
+# As a result, you get all type of SensorEvent (ASensorAccelerometer, ASensorMagneticField ...) in the `input` callback of `App`
module sensors
import android
private fun enable_accelerometer
do
accelerometer.asensor = sensormanager.get_default_sensor(new ASensorType.accelerometer)
- if accelerometer.asensor.address_is_null then
- print "Accelerometer sensor unavailable"
+ if accelerometer.asensor.address_is_null then
+ print "Accelerometer sensor unavailable"
else
if eventqueue.enable_sensor(accelerometer.asensor) < 0 then print "Accelerometer enabling failed"
eventqueue.set_event_rate(accelerometer.asensor, accelerometer.event_rate)
private fun enable_proximity
do
proximity.asensor = sensormanager.get_default_sensor(new ASensorType.proximity)
- if proximity.asensor.address_is_null then
+ if proximity.asensor.address_is_null then
print "Proximity sensor unavailable"
else
if eventqueue.enable_sensor(proximity.asensor) < 0 then print "Proximity enabling failed"
--- /dev/null
+../lib/mnit/linux/linux_app.nit:29,16--31: Redef Error: a virtual type cannot be refined.
+../lib/mnit/linux/linux_app.nit:30,16--29: Redef Error: a virtual type cannot be refined.