delete files

This commit is contained in:
shakurov.airat 2017-01-10 18:10:05 +05:00
parent 6c76d2dc57
commit 400193f457
16 changed files with 0 additions and 1082 deletions

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<?xml version="1.0" encoding="UTF-8"?>
<classpath>
<classpathentry excluding=".svn/" kind="src" path="src"/>
<classpathentry excluding=".svn/" kind="src" path="gen"/>
<classpathentry kind="con" path="com.android.ide.eclipse.adt.ANDROID_FRAMEWORK"/>
<classpathentry kind="lib" path="C:/Workplace/Projects/Android/EngineWrapper/jar/EngineWrapper.jar"/>
<classpathentry kind="output" path="bin"/>
</classpath>

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<?xml version="1.0" encoding="UTF-8"?>
<projectDescription>
<name>EngineWrapper</name>
<comment></comment>
<projects>
</projects>
<buildSpec>
<buildCommand>
<name>com.android.ide.eclipse.adt.ResourceManagerBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.PreCompilerBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>org.eclipse.jdt.core.javabuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.ApkBuilder</name>
<arguments>
</arguments>
</buildCommand>
</buildSpec>
<natures>
<nature>com.android.ide.eclipse.adt.AndroidNature</nature>
<nature>org.eclipse.jdt.core.javanature</nature>
</natures>
</projectDescription>

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<?xml version="1.0" encoding="utf-8"?>
<!--
/*
**
** Copyright 2009, The Android Open Source Project
**
** 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.
*/
-->
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="fishrungames.salmonjnitemplate" android:versionCode="1" android:versionName="1.0.0">
<application
android:icon="@drawable/ic_menu_template" android:label="Salmon Jni Template">
<activity android:name="fishrungames.salmonjnitemplate.MainActivity"
android:screenOrientation="landscape"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:launchMode="singleTask"
android:configChanges="orientation|keyboardHidden"
android:noHistory="true">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
<uses-feature android:glEsVersion="0x00020000"/>
<uses-sdk android:minSdkVersion="8"/>
</manifest>

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# Copyright (C) 2009 The Android Open Source Project
#
# 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.
#
LPATH := $(call my-dir)
ENGINE_PATH = $(SalmonEnginePathCygwin)
BOOST_PATH = $(LibsPathCygwin)/boost_1_47_0
OGG_PATH = $(LibsPathCygwin)/libogg-1.3.0
VORBIS_PATH = $(LibsPathCygwin)/libvorbis-1.3.2
SQUIRREL_PATH = $(LibsPathCygwin)/sqplus
LIBPNG_PATH = $(LibsPathCygwin)/libpng_1.4.1_android
ZIP_PATH = $(LibsPathCygwin)/julienr-libzip-android/jni
#====== ENGINE AND LIBS =====================
include $(ENGINE_PATH)/Android_Salmon_Engine.mk
#================= THE GAME =======================
LOCAL_PATH:= $(LPATH)
include $(CLEAR_VARS)
LOCAL_CFLAGS := -DTARGET_ANDROID -DNOSOUND -std=gnu++11 --std=c++11
LOCAL_STATIC_LIBRARIES := boost
LOCAL_STATIC_LIBRARIES += squirrel
LOCAL_STATIC_LIBRARIES += png_lib
LOCAL_STATIC_LIBRARIES += zip
LOCAL_SHARED_LIBRARIES := SalmonEngine
LOCAL_SHARED_LIBRARIES += gnustl_shared
LOCAL_C_INCLUDES := $(ENGINE_PATH)
LOCAL_C_INCLUDES += $(BOOST_PATH)
LOCAL_C_INCLUDES += $(VORBIS_PATH)/include
LOCAL_C_INCLUDES += $(VORBIS_PATH)/include/vorbis
LOCAL_C_INCLUDES += $(VORBIS_PATH)/lib
LOCAL_C_INCLUDES += $(VORBIS_PATH)/lib/books
LOCAL_C_INCLUDES += $(VORBIS_PATH)/lib/modes
LOCAL_C_INCLUDES += $(OGG_PATH)/include
LOCAL_C_INCLUDES += $(OGG_PATH)/include/ogg
LOCAL_C_INCLUDES += $(SQUIRREL_PATH)/include
LOCAL_C_INCLUDES += $(SQUIRREL_PATH)/sqplus
LOCAL_C_INCLUDES += $(SQUIRREL_PATH)/squirrel
LOCAL_C_INCLUDES += $(SQUIRREL_PATH)/sqstdlib
LOCAL_C_INCLUDES += $(LIBPNG_PATH)
LOCAL_C_INCLUDES += $(ZIP_PATH)
LOCAL_MODULE := SalmonJniTemplate
LOCAL_SRC_FILES := main_code.cpp
LOCAL_SRC_FILES += android_api.cpp
LOCAL_LDLIBS := -lGLESv2
LOCAL_LDLIBS += -llog -Wl
#debug
#LOCAL_CFLAGS += -g -ggdb -O0
#LOCAL_LDLIBS += -g -ggdb
include $(BUILD_SHARED_LIBRARY)

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APP_STL := gnustl_shared
APP_CPPFLAGS += -fexceptions
APP_CPPFLAGS += -frtti

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#include "android_api.h"
#include "main_code.h"
JNIEXPORT void JNICALL Java_fishrungames_salmonjnitemplate_JniWrapper_Init(JNIEnv * env, jobject obj, jint width, jint height)
{
JniInitApp<TMyApplication>(width, height, 480.f, 320.f);
}

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#ifndef ANDROID_API_H_INCLUDED
#define ANDROID_API_H_INCLUDED
#include <jni.h>
#include <android/log.h>
#include <GLES/gl.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include "boost/shared_ptr.hpp"
#include "main_code.h"
#include "include/Engine.h"
using namespace SE;
extern "C" {
JNIEXPORT void JNICALL Java_fishrungames_salmonjnitemplate_JniWrapper_Init(JNIEnv * env, jobject obj, jint width, jint height);
};
#endif

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#include "main_code.h"
#ifdef TARGET_ANDROID
#include "android_api.h"
#endif
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <time.h>
#include "include/Engine.h"
#include "main_code.h"
//Better move those to external config or something...
const cardinal CONST_LASER_TIMER = 200;
const int CONST_HIT_SCORE_POINTS = 100;
const float CONST_TIME_SCALE = 0.01f;
const float CONST_PLAYER_ACCELERATION = 3.f;
const float CONST_VELOCITY_FADE = 0.95f;
const float CONST_LASER_VELOCITY = 100.f;
const vec2 CONST_PLAYER_HALF_SIZE(30.f, 30.f);
const vec2 CONST_LASER_HALF_SIZE(10.f, 10.f);
const vec2 CONST_AST_POS1(40, 40);
const vec2 CONST_AST_POS2(40, 280);
const vec2 CONST_AST_POS3(440, 160);
float HealthToScale(int health)
{
return 0.5f + health * 0.3f;
}
float HealthToHitDistance(int health)
{
const float CONST_HIT_DISTANCE = 15.f;
return max(CONST_HIT_DISTANCE * HealthToScale(health), 10.f);
}
void TMyApplication::InnerInit()
{
*Console<<"Inner init go!\n";
#ifdef TARGET_ANDROID
ST::PathToResources = "";
#endif
#ifdef TARGET_WIN32
#ifdef NDEBUG
ST::PathToResources = "assets/";
#else
ST::PathToResources = "../../../assets/";
#endif
#endif
#ifdef TARGET_IOS
ST::PathToResources = "assets/";
#endif
RandomGenerator.seed(static_cast<unsigned int>(std::time(0)));
TapIsDown = false;
ResourceManager->TexList.AddTexture(CONST_CONSOLE_TEX_NAME);
ResourceManager->ShaderManager.AddShader("DefaultShader", "gui_transparent.vertex", "gui_transparent.fragment");
Renderer->PushShader("DefaultShader");
ResourceManager->FontManager.AddFont("droid_sans14", "droid_sans14_font_bitmap.bmp32", "droid_sans14_font_charmap.txt");
ResourceManager->FontManager.PushFont("droid_sans14");
ResourceManager->TexList.Serialize(*FileToPropertyTree("textures.xml"));
Renderer->PushProjectionMatrix(Renderer->GetScreenWidth(), Renderer->GetScreenHeight());
Level = 1;
Score = 0;
InitLevel();
Player.RenderPair.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "shipTexture";
Player.RenderPair.second.Data = MakeDataTriangleList(Player.Pos - CONST_PLAYER_HALF_SIZE, Player.Pos + CONST_PLAYER_HALF_SIZE);
Player.RenderPair.second.RefreshBuffer();
BackgroundRenderPair.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "backgroundTexture";
BackgroundRenderPair.second.Data = MakeDataTriangleList(vec2(0,0), vec2(Renderer->GetScreenWidth(), Renderer->GetScreenHeight()));
BackgroundRenderPair.second.RefreshBuffer();
*Console<<"Inner init end!\n";
glDepthFunc(GL_LEQUAL);
}
void TMyApplication::InnerDeinit()
{
}
void TMyApplication::InnerDraw()
{
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//Draw background
TRenderParamsSetter renderParamSetter(BackgroundRenderPair.first);
Renderer->DrawTriangleList(BackgroundRenderPair.second);
//Draw asteroids
BOOST_FOREACH(CAsteroidStruct& asteroid, Asteroids)
{
TRenderParamsSetter renderParamSetter(asteroid.RenderPair.first);
Renderer->DrawTriangleList(asteroid.RenderPair.second);
}
//Draw player
if (GameState != GS_LOST)
{
TRenderParamsSetter renderParamSetter(Player.RenderPair.first);
Renderer->DrawTriangleList(Player.RenderPair.second);
}
//Draw lasers
BOOST_FOREACH(CLaserStruct& laser, Lasers)
{
TRenderParamsSetter renderParamSetter(laser.RenderPair.first);
Renderer->DrawTriangleList(laser.RenderPair.second);
}
//Draw texts
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList[ResourceManager->FontManager.GetCurrentFontTextureName()]);
Renderer->DrawTriangleList(LevelScoreText);
Renderer->DrawTriangleList(LevelMessageText);
}
void TMyApplication::InnerUpdate(cardinal dt)
{
float scaledTime = CONST_TIME_SCALE * dt;
//Update Asteroids
BOOST_FOREACH(CAsteroidStruct& asteroid, Asteroids)
{
float difAngle = asteroid.AngularVelocity * scaledTime;
asteroid.Angle += difAngle;
mat3 rotationMatrix = CreateZRotationMatrix(difAngle);
MoveDataTriangleList(asteroid.RenderPair.second.Data, -vec3(asteroid.CenterPos, 0));
RotateDataTriangleList(asteroid.RenderPair.second.Data, rotationMatrix);
MoveDataTriangleList(asteroid.RenderPair.second.Data, vec3(asteroid.CenterPos, 0));
vec2 dif = asteroid.Velocity * scaledTime;
vec2 newCenterPos = NormalizePos(asteroid.CenterPos + dif);
dif = newCenterPos - asteroid.CenterPos;
asteroid.CenterPos = newCenterPos;
MoveDataTriangleList(asteroid.RenderPair.second.Data, vec3(dif, 0));
asteroid.RenderPair.second.RefreshBuffer();
}
UpdatePlayerPosition(scaledTime);
//Shoot laser
LaserTimer.Update(dt);
if (LaserTimer.IsOver())
{
LaserTimer.SetTimer(CONST_LASER_TIMER);
if (GameState == GS_PLAY)
{
AddNewLaser();
}
}
//Update lasers
BOOST_FOREACH(CLaserStruct& laser, Lasers)
{
vec2 dif = CONST_LASER_VELOCITY *laser.Dir * scaledTime;
MoveDataTriangleList(laser.RenderPair.second.Data, vec3(dif, 0));
laser.Pos += dif;
laser.RenderPair.second.RefreshBuffer();
}
//Do all checks...
ProcessLaserHit();
ProcessPlayerCollisions();
ClearUnusedLasers();
if (Asteroids.size() == 0 && GameState == GS_PLAY)
{
GameState = GS_WON;
RefreshScoreText();
}
}
void TMyApplication::InnerOnTapDown(vec2 p)
{
TapIsDown = true;
LastTap = p;
}
void TMyApplication::InnerOnTapUp(vec2 p)
{
TapIsDown = false;
if (GameState == GS_LOST)
{
Level = 1;
Score = 0;
InitLevel();
}
else if (GameState == GS_WON)
{
Level++;
InitLevel();
}
}
void TMyApplication::InnerOnTapUpAfterMove(vec2 p)
{
TapIsDown = false;
}
void TMyApplication::InnerOnMove(vec2 shift)
{
LastTap -= shift;
}
void TMyApplication::InitLevel()
{
GameState = GS_PLAY;
LaserTimer.SetTimer(CONST_LASER_TIMER);
Asteroids.clear();
Lasers.clear();
CreateRandomAsteroid(CONST_AST_POS1, Level);
CreateRandomAsteroid(CONST_AST_POS2, Level);
CreateRandomAsteroid(CONST_AST_POS3, Level);
Player.Angle = 0;
Player.Pos = vec2(Renderer->GetScreenWidth()/2, Renderer->GetScreenHeight()/2);
RefreshScoreText();
}
CAsteroidStruct TMyApplication::CreateAsteroid(vec2 pos, vec2 dir, int health)
{
static const float CONST_TEX_COORD_SCALE = 0.01f;
static const float CONST_ANGULAR_VELOCITY_SCALE = 0.001f;
static const boost::random::uniform_int_distribution<> velocityDistribution(5, 10);
static const boost::random::uniform_int_distribution<> angularVelocityDistribution(0, 10);
static const boost::random::uniform_int_distribution<> vertexNumberDistribution(5, 10);
static const boost::random::uniform_int_distribution<> vertexShiftDistribution(20, 30);
CAsteroidStruct result;
result.Health = health;
result.CenterPos = pos;
result.Angle = 0;
result.AngularVelocity = angularVelocityDistribution(RandomGenerator) * CONST_ANGULAR_VELOCITY_SCALE;
result.Velocity = velocityDistribution(RandomGenerator) * dir;
int numberOfVertices = vertexNumberDistribution(RandomGenerator);
std::vector<float> distArr(numberOfVertices);
for (int i=0; i<numberOfVertices; i++)
{
distArr[i] = vertexShiftDistribution(RandomGenerator) * HealthToScale(health);
}
//First iteration
vec2 prevShift = distArr[0] * vec2(1,0);
vec2 prevTexCoordShift = prevShift * CONST_TEX_COORD_SCALE;
//Other iterations
for (int i = 1; i <= numberOfVertices; i++)
{
float angle = i * 2 * pi / static_cast<float>(numberOfVertices);
vec2 shift = distArr[i % numberOfVertices] * vec2(cosf(angle), sinf(angle));
vec2 texCoordShift = shift * CONST_TEX_COORD_SCALE;
result.RenderPair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(vec3(pos, 0));
result.RenderPair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(vec3(pos + prevShift, 0));
result.RenderPair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(vec3(pos + shift, 0));
result.RenderPair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(vec2(0.5f, 0.5f));
result.RenderPair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(vec2(0.5f, 0.5f) + prevTexCoordShift);
result.RenderPair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(vec2(0.5f, 0.5f) + texCoordShift);
prevShift = shift;
prevTexCoordShift = texCoordShift;
}
result.RenderPair.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "asteroidTexture";
result.RenderPair.second.RefreshBuffer();
return result;
}
void TMyApplication::CreateRandomAsteroid(vec2 pos, int health)
{
static const boost::random::uniform_int_distribution<> angleDistribution(0, 36);
float randomAngle = angleDistribution(RandomGenerator) * pi / 18.f;
Asteroids.push_back(CreateAsteroid(pos, vec2(cosf(randomAngle), sinf(randomAngle)), health));
}
void TMyApplication::CreateAsteroidParts(vec2 pos, int newHealth)
{
static const boost::random::uniform_int_distribution<> CreateAsteroidParts(2, 5);
static const boost::random::uniform_int_distribution<> angleDistribution(0, 36);
float randomAngle = angleDistribution(RandomGenerator) * pi / 18.f;
int number = CreateAsteroidParts(RandomGenerator);
for (int i = 0; i < number; i++)
{
float partAngle = randomAngle + i * 2 * pi / static_cast<float>(number);
Asteroids.push_back(CreateAsteroid(pos, vec2(cosf(partAngle), sinf(partAngle)), newHealth));
}
}
vec2 TMyApplication::NormalizePos(vec2 pos)
{
vec2 result = pos;
while (result.v[0] < 0)
{
result.v[0] += Renderer->GetScreenWidth();
}
while (result.v[1] < 0)
{
result.v[1] += Renderer->GetScreenHeight();
}
while (result.v[0] >= Renderer->GetScreenWidth())
{
result.v[0] -= Renderer->GetScreenWidth();
}
while (result.v[1] >= Renderer->GetScreenHeight())
{
result.v[1] -= Renderer->GetScreenHeight();
}
return result;
}
void TMyApplication::RefreshPlayerPos()
{
Replace6PointsInTriangleList(Player.RenderPair.second.Data, 0, (-1) * CONST_PLAYER_HALF_SIZE, CONST_PLAYER_HALF_SIZE);
mat3 rotationMatrix = CreateZRotationMatrix(Player.Angle);
RotateDataTriangleList(Player.RenderPair.second.Data, rotationMatrix);
MoveDataTriangleList(Player.RenderPair.second.Data, vec3(Player.Pos, 0));
Player.RenderPair.second.RefreshBuffer();
}
void TMyApplication::AddNewLaser()
{
CLaserStruct laser;
float angle = Player.Angle;
laser.Dir = vec2(cosf(angle), sinf(angle));
laser.Pos = Player.Pos;
laser.RenderPair.second.Data = MakeDataTriangleList((-1) * CONST_LASER_HALF_SIZE, CONST_LASER_HALF_SIZE);
mat3 rotationMatrix = CreateZRotationMatrix(angle);
RotateDataTriangleList(laser.RenderPair.second.Data, rotationMatrix);
MoveDataTriangleList(laser.RenderPair.second.Data, vec3(laser.Pos, 0));
laser.RenderPair.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "fireTexture";
laser.RenderPair.second.RefreshBuffer();
Lasers.push_back(laser);
}
void TMyApplication::UpdatePlayerPosition(float scaledTime)
{
if (TapIsDown)
{
vec2 dir = Normalize(LastTap - Player.Pos);
Player.Velocity += CONST_PLAYER_ACCELERATION * scaledTime * dir;
Player.Angle = acosf(DotProduct(dir, vec2(1, 0)));
if (dir.v[1] < 0)
{
Player.Angle = -Player.Angle;
}
}
Player.Pos += Player.Velocity * scaledTime;
Player.Velocity *= powf(CONST_VELOCITY_FADE, clamp(scaledTime, 0.f, 1.5f));
Player.Pos = NormalizePos(Player.Pos);
RefreshPlayerPos();
}
void TMyApplication::ProcessLaserHit()
{
for (auto laserItr = Lasers.begin(); laserItr != Lasers.end(); )
{
for (auto astItr = Asteroids.begin(); astItr != Asteroids.end(); )
{
float realDistance = HealthToHitDistance(astItr->Health);
if (fabs(laserItr->Pos.v[0] - astItr->CenterPos.v[0]) < realDistance &&
fabs(laserItr->Pos.v[1] - astItr->CenterPos.v[1]) < realDistance)
{
laserItr = Lasers.erase(laserItr);
if (astItr->Health > 0)
{
CreateAsteroidParts(astItr->CenterPos, astItr->Health - 1);
}
astItr = Asteroids.erase(astItr);
Score += CONST_HIT_SCORE_POINTS;
RefreshScoreText();
break;
}
if (astItr != Asteroids.end())
{
astItr++;
}
}
if (laserItr != Lasers.end())
{
laserItr++;
}
}
}
void TMyApplication::ProcessPlayerCollisions()
{
for (auto astItr = Asteroids.begin(); astItr != Asteroids.end(); astItr++)
{
float realDistance = HealthToHitDistance(astItr->Health);
if (fabs(astItr->CenterPos.v[0] - Player.Pos.v[0]) < realDistance && fabs(astItr->CenterPos.v[1] - Player.Pos.v[1]) < realDistance)
{
GameState = GS_LOST;
RefreshScoreText();
}
}
}
void TMyApplication::ClearUnusedLasers()
{
for (auto itr = Lasers.begin(); itr != Lasers.end(); )
{
if (itr->Pos.v[0] < 0 || itr->Pos.v[1] < 0 || itr->Pos.v[0] > Renderer->GetScreenWidth() || itr->Pos.v[1] > Renderer->GetScreenHeight())
{
itr = Lasers.erase(itr);
}
if (itr != Lasers.end())
{
itr++;
}
}
}
void TMyApplication::RefreshScoreText()
{
LevelScoreText = ResourceManager->FontManager.DrawStringToVBO(vec2(10, 20), TTextBasicAreaParams(), "Score: "+ tostr(Score));
if (GameState == GS_PLAY)
{
LevelMessageText = ResourceManager->FontManager.DrawStringToVBO(vec2(10, 300), TTextBasicAreaParams(), "Now playing "+ tostr(Level) + " level");
}
else if (GameState == GS_WON)
{
LevelMessageText = ResourceManager->FontManager.DrawStringToVBO(vec2(10, 300), TTextBasicAreaParams(), "You won! Tap on screen to start next level");
}
else if (GameState == GS_LOST)
{
LevelMessageText = ResourceManager->FontManager.DrawStringToVBO(vec2(10, 300), TTextBasicAreaParams(), "You failed! Tap on screen to restart");
}
}

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#ifndef MAIN_CODE_H_INCLUDED
#define MAIN_CODE_H_INCLUDED
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#ifdef TARGET_ANDROID
#include <GLES/gl.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#endif
#include "boost/shared_ptr.hpp"
#include "boost/thread/thread.hpp"
#include "boost/assign.hpp"
#include "boost/bind.hpp"
#include "boost/asio.hpp"
#include "boost/signal.hpp"
#include "boost/random.hpp"
#include "include/Engine.h"
using namespace SE;
struct CAsteroidStruct
{
int Health;
float Angle;
float AngularVelocity;
vec2 CenterPos;
vec2 Velocity;
TRenderPair RenderPair;
};
struct CPlayer
{
vec2 Pos;
float Angle;
vec2 Velocity;
TRenderPair RenderPair;
};
struct CLaserStruct
{
vec2 Pos;
vec2 Dir;
TRenderPair RenderPair;
};
enum CGameState
{
GS_PLAY,
GS_WON,
GS_LOST
};
class TMyApplication : public TApplication
{
protected:
//Game elements
std::list<CAsteroidStruct> Asteroids;
std::list<CLaserStruct> Lasers;
CPlayer Player;
//Minor
boost::random::mt19937 RandomGenerator;
bool TapIsDown;
vec2 LastTap;
TSimpleTimer LaserTimer;
//Game score and state
CGameState GameState;
int Level;
int Score;
//Static graphics
TTriangleList LevelScoreText;
TTriangleList LevelMessageText;
TRenderPair BackgroundRenderPair;
CAsteroidStruct CreateAsteroid(vec2 pos, vec2 dir, int health);
void CreateRandomAsteroid(vec2 pos, int health);
void CreateAsteroidParts(vec2 pos, int newHealth);
vec2 NormalizePos(vec2 pos);
void RefreshPlayerPos();
void AddNewLaser();
void UpdatePlayerPosition(float scaledTime);
void ProcessLaserHit();
void ProcessPlayerCollisions();
void ClearUnusedLasers();
void RefreshScoreText();
public:
bool Inited;
TMyApplication() : TApplication(), Inited(false) { }
virtual void InnerInit();
virtual void InnerDeinit();
virtual void InnerDraw();
virtual void InnerUpdate(cardinal dt);
virtual void InnerOnTapDown(vec2 p);
virtual void InnerOnTapUp(vec2 p);
virtual void InnerOnTapUpAfterMove(vec2 p);
virtual void InnerOnMove(vec2 shift);
bool IsInited() { return Inited; }
void InitLevel();
};
#endif

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<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">AndroidJniTemplate</string>
</resources>

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package fishrungames.salmonjnitemplate;
import java.util.Calendar;
import android.content.Context;
import android.opengl.GLSurfaceView;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import fishrungames.engine.GLViewAncestor;
import fishrungames.engine.EngineWrapper;
class GLView extends GLViewAncestor
{
static long lastTimeStamp;
static boolean gameIsInited = false;
public GLView(Context context)
{
//Change this method? Don't forget to change method below!
super(context);
init(false, 0, 0);
}
public GLView(Context context, boolean translucent, int depth, int stencil)
{
//Change this method? Don't forget to change method above!
super(context);
init(translucent, depth, stencil);
}
public void init(boolean translucent, int depth, int stencil)
{
super.init(translucent, depth, stencil);
setRenderer(new Renderer());
Calendar c = Calendar.getInstance();
lastTimeStamp = c.getTimeInMillis();
gameIsInited = true;
}
private static class Renderer implements GLSurfaceView.Renderer
{
public void onDrawFrame(GL10 gl)
{
if (gameIsInited)
{
Calendar c = Calendar.getInstance();
long currentTimeStamp = c.getTimeInMillis();
EngineWrapper.Update(currentTimeStamp - lastTimeStamp);
lastTimeStamp = currentTimeStamp;
}
}
public void onSurfaceChanged(GL10 gl, int width, int height)
{
//JniWrapper.Destroy();
JniWrapper.Init(width,height);
}
public void onSurfaceCreated(GL10 gl, EGLConfig config)
{
//Do nothing.
}
}
}

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@ -1,12 +0,0 @@
package fishrungames.salmonjnitemplate;
public class JniWrapper
{
static {
System.loadLibrary("SalmonJniTemplate");
}
public static native void Init(int width, int height);
}

View File

@ -1,94 +0,0 @@
package fishrungames.salmonjnitemplate;
import fishrungames.engine.EngineWrapper;
//Deprecated
//import fishrungames.androidjnitemplate.R;
import android.app.Activity;
import android.content.pm.ApplicationInfo;
import android.content.pm.PackageManager;
import android.content.pm.PackageManager.NameNotFoundException;
import android.os.Bundle;
import android.view.GestureDetector;
import android.view.KeyEvent;
import android.view.GestureDetector.SimpleOnGestureListener;
import android.view.MotionEvent;
public class MainActivity extends Activity
{
GLView mView;
@Override
protected void onCreate(Bundle icicle)
{
super.onCreate(icicle);
EngineWrapper.LoadSalmonEngineLibrary();
EngineWrapper.SetActivityInstance(this);
EngineWrapper.SetupEnviroment();
String apkFilePath = null;
ApplicationInfo appInfo = null;
PackageManager packMgmr = this.getPackageManager();
try {
appInfo = packMgmr.getApplicationInfo("fishrungames.salmonjnitemplate", 0);
} catch (NameNotFoundException e) {
e.printStackTrace();
throw new RuntimeException("Unable to locate assets, aborting...");
}
apkFilePath = appInfo.sourceDir;
EngineWrapper.SetupApkFilePath(apkFilePath);
mView = new GLView(getApplication());
setContentView(mView);
EngineWrapper.SetView(mView);
}
@Override
protected void onPause()
{
EngineWrapper.Destroy();
super.onPause();
mView.onPause();
}
@Override
protected void onResume()
{
//Don't write anything here!
super.onResume();
mView.onResume();
}
@Override
protected void onStop()
{
//Don't write anything here!
super.onStop();
}
public boolean onKeyDown(int keyCode, KeyEvent event)
{
EngineWrapper.ProcessKeyDown(keyCode, event);
return super.onKeyDown(keyCode, event);
}
public boolean onTouchEvent(MotionEvent event)
{
EngineWrapper.ProcessTouchEvent(event);
return true;
}
}