+ 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