move to AS

This commit is contained in:
shakurov.airat 2017-01-10 18:08:41 +05:00
parent 7f5e2b3523
commit 6c76d2dc57
28 changed files with 1558 additions and 0 deletions

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game/Android.mk Executable file
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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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game/Application.mk Executable file
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APP_STL := gnustl_shared
APP_CPPFLAGS += -fexceptions
APP_CPPFLAGS += -frtti

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game/android_api.cpp Executable file
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#include "android_api.h"
#include "main_code.h"
JNIEXPORT void JNICALL Java_fishrungames_asteroidgame_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_asteroidgame_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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*.iml
.gradle
/local.properties
/.idea
/.idea/workspace.xml
/.idea/libraries
.DS_Store
/build
/captures
.externalNativeBuild

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proj.android-studio/app/.gitignore vendored Executable file
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/build

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# Sets the minimum version of CMake required to build the native
# library. You should either keep the default value or only pass a
# value of 3.4.0 or lower.
cmake_minimum_required(VERSION 3.4.1)
# Creates and names a library, sets it as either STATIC
# or SHARED, and provides the relative paths to its source code.
# You can define multiple libraries, and CMake builds it for you.
# Gradle automatically packages shared libraries with your APK.
add_definitions(-DTARGET_ANDROID)
set(BOOST_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../../../boost_1_63_0)
set(BOOST_GIL_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../../../libs/boost-gil-extension)
set(ZIP_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../../../libs/julienr-libzip-android/jni)
set(LIBPNG_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../../../libs/libpng_1.4.1_android)
set(LIBJPEG_PATH "${CMAKE_CURRENT_SOURCE_DIR}/../../../libs/jpeg-9")
include_directories(${CMAKE_CURRENT_SOURCE_DIR}/../../../engine)
include_directories(${BOOST_PATH})
include_directories(${LIBPNG_PATH})
include_directories(${LIBJPEG_PATH})
include_directories(${ZIP_PATH})
include_directories(${BOOST_GIL_PATH})
add_library( engine
SHARED
IMPORTED )
set_target_properties( # Specifies the target library.
engine
# Specifies the parameter you want to define.
PROPERTIES IMPORTED_LOCATION
# Provides the path to the library you want to import.
${CMAKE_CURRENT_SOURCE_DIR}/build/intermediates/exploded-aar/proj.android-studio/SalmonEngineAndroid/unspecified/jni/${ANDROID_ABI}/libengine.so )
add_library( # Sets the name of the library.
AsteroidGame
# Sets the library as a shared library.
SHARED
# Provides a relative path to your source file(s).
# Associated headers in the same location as their source
# file are automatically included.
${CMAKE_CURRENT_SOURCE_DIR}/../../game/android_api.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../game/main_code.cpp
)
# Searches for a specified prebuilt library and stores the path as a
# variable. Because system libraries are included in the search path by
# default, you only need to specify the name of the public NDK library
# you want to add. CMake verifies that the library exists before
# completing its build.
find_library( # Sets the name of the path variable.
log-lib
# Specifies the name of the NDK library that
# you want CMake to locate.
log )
find_library( # Sets the name of the path variable.
GLESv2-lib
# Specifies the name of the NDK library that
# you want CMake to locate.
GLESv2 )
# Specifies libraries CMake should link to your target library. You
# can link multiple libraries, such as libraries you define in the
# build script, prebuilt third-party libraries, or system libraries.
target_link_libraries( # Specifies the target library.
AsteroidGame
# Links the target library to the log library
# included in the NDK.
${log-lib} ${GLESv2-lib} engine )

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apply plugin: 'com.android.application'
android {
compileSdkVersion 24
buildToolsVersion "24.0.1"
defaultConfig {
applicationId "fishrungames.asteroidgame"
minSdkVersion 15
targetSdkVersion 24
versionCode 1
versionName "1.0"
testInstrumentationRunner "android.support.test.runner.AndroidJUnitRunner"
externalNativeBuild {
cmake {
cppFlags "-std=c++11 -frtti -fexceptions -fsigned-char -Wno-c++11-narrowing"
}
}
}
buildTypes {
release {
minifyEnabled false
proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
}
}
externalNativeBuild {
cmake {
path "CMakeLists.txt"
}
}
sourceSets {
main {
assets.srcDirs = ['../../assets/']
}
}
}
dependencies {
compile fileTree(dir: 'libs', include: ['*.jar'])
androidTestCompile('com.android.support.test.espresso:espresso-core:2.2.2', {
exclude group: 'com.android.support', module: 'support-annotations'
})
compile 'com.android.support:appcompat-v7:24.2.1'
testCompile 'junit:junit:4.12'
compile project(':SalmonEngineAndroid')
}

17
proj.android-studio/app/proguard-rules.pro vendored Executable file
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# Add project specific ProGuard rules here.
# By default, the flags in this file are appended to flags specified
# in C:\Android\sdk/tools/proguard/proguard-android.txt
# You can edit the include path and order by changing the proguardFiles
# directive in build.gradle.
#
# For more details, see
# http://developer.android.com/guide/developing/tools/proguard.html
# Add any project specific keep options here:
# If your project uses WebView with JS, uncomment the following
# and specify the fully qualified class name to the JavaScript interface
# class:
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
# public *;
#}

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package fishrungames.asteroidgame;
import android.content.Context;
import android.support.test.InstrumentationRegistry;
import android.support.test.runner.AndroidJUnit4;
import org.junit.Test;
import org.junit.runner.RunWith;
import static org.junit.Assert.*;
/**
* Instrumentation test, which will execute on an Android device.
*
* @see <a href="http://d.android.com/tools/testing">Testing documentation</a>
*/
@RunWith(AndroidJUnit4.class)
public class ExampleInstrumentedTest {
@Test
public void useAppContext() throws Exception {
// Context of the app under test.
Context appContext = InstrumentationRegistry.getTargetContext();
assertEquals("fishrungames.asteroidgame", appContext.getPackageName());
}
}

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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.asteroidgame" android:versionCode="1" android:versionName="1.0.0">
<application
android:icon="@drawable/ic_menu_template" android:label="Asteroid Game">
<activity android:name="fishrungames.asteroidgame.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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package fishrungames.asteroidgame;
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.salmonengineandroid.GLViewAncestor;
import fishrungames.salmonengineandroid.EngineWrapper;
import fishrungames.asteroidgame.JniWrapper;
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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package fishrungames.asteroidgame;
public class JniWrapper
{
static {
System.loadLibrary("AsteroidGame");
}
public static native void Init(int width, int height);
}

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package fishrungames.asteroidgame;
import fishrungames.salmonengineandroid.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.asteroidgame", 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;
}
}

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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.asteroidgame;
import org.junit.Test;
import static org.junit.Assert.*;
/**
* Example local unit test, which will execute on the development machine (host).
*
* @see <a href="http://d.android.com/tools/testing">Testing documentation</a>
*/
public class ExampleUnitTest {
@Test
public void addition_isCorrect() throws Exception {
assertEquals(4, 2 + 2);
}
}

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// Top-level build file where you can add configuration options common to all sub-projects/modules.
buildscript {
repositories {
jcenter()
}
dependencies {
classpath 'com.android.tools.build:gradle:2.2.3'
// NOTE: Do not place your application dependencies here; they belong
// in the individual module build.gradle files
}
}
allprojects {
repositories {
jcenter()
}
}
task clean(type: Delete) {
delete rootProject.buildDir
}

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# Project-wide Gradle settings.
# IDE (e.g. Android Studio) users:
# Gradle settings configured through the IDE *will override*
# any settings specified in this file.
# For more details on how to configure your build environment visit
# http://www.gradle.org/docs/current/userguide/build_environment.html
# Specifies the JVM arguments used for the daemon process.
# The setting is particularly useful for tweaking memory settings.
org.gradle.jvmargs=-Xmx1536m
# When configured, Gradle will run in incubating parallel mode.
# This option should only be used with decoupled projects. More details, visit
# http://www.gradle.org/docs/current/userguide/multi_project_builds.html#sec:decoupled_projects
# org.gradle.parallel=true

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#Mon Dec 28 10:00:20 PST 2015
distributionBase=GRADLE_USER_HOME
distributionPath=wrapper/dists
zipStoreBase=GRADLE_USER_HOME
zipStorePath=wrapper/dists
distributionUrl=https\://services.gradle.org/distributions/gradle-2.14.1-all.zip

160
proj.android-studio/gradlew vendored Executable file
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#!/usr/bin/env bash
##############################################################################
##
## Gradle start up script for UN*X
##
##############################################################################
# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
DEFAULT_JVM_OPTS=""
APP_NAME="Gradle"
APP_BASE_NAME=`basename "$0"`
# Use the maximum available, or set MAX_FD != -1 to use that value.
MAX_FD="maximum"
warn ( ) {
echo "$*"
}
die ( ) {
echo
echo "$*"
echo
exit 1
}
# OS specific support (must be 'true' or 'false').
cygwin=false
msys=false
darwin=false
case "`uname`" in
CYGWIN* )
cygwin=true
;;
Darwin* )
darwin=true
;;
MINGW* )
msys=true
;;
esac
# Attempt to set APP_HOME
# Resolve links: $0 may be a link
PRG="$0"
# Need this for relative symlinks.
while [ -h "$PRG" ] ; do
ls=`ls -ld "$PRG"`
link=`expr "$ls" : '.*-> \(.*\)$'`
if expr "$link" : '/.*' > /dev/null; then
PRG="$link"
else
PRG=`dirname "$PRG"`"/$link"
fi
done
SAVED="`pwd`"
cd "`dirname \"$PRG\"`/" >/dev/null
APP_HOME="`pwd -P`"
cd "$SAVED" >/dev/null
CLASSPATH=$APP_HOME/gradle/wrapper/gradle-wrapper.jar
# Determine the Java command to use to start the JVM.
if [ -n "$JAVA_HOME" ] ; then
if [ -x "$JAVA_HOME/jre/sh/java" ] ; then
# IBM's JDK on AIX uses strange locations for the executables
JAVACMD="$JAVA_HOME/jre/sh/java"
else
JAVACMD="$JAVA_HOME/bin/java"
fi
if [ ! -x "$JAVACMD" ] ; then
die "ERROR: JAVA_HOME is set to an invalid directory: $JAVA_HOME
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
else
JAVACMD="java"
which java >/dev/null 2>&1 || die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
# Increase the maximum file descriptors if we can.
if [ "$cygwin" = "false" -a "$darwin" = "false" ] ; then
MAX_FD_LIMIT=`ulimit -H -n`
if [ $? -eq 0 ] ; then
if [ "$MAX_FD" = "maximum" -o "$MAX_FD" = "max" ] ; then
MAX_FD="$MAX_FD_LIMIT"
fi
ulimit -n $MAX_FD
if [ $? -ne 0 ] ; then
warn "Could not set maximum file descriptor limit: $MAX_FD"
fi
else
warn "Could not query maximum file descriptor limit: $MAX_FD_LIMIT"
fi
fi
# For Darwin, add options to specify how the application appears in the dock
if $darwin; then
GRADLE_OPTS="$GRADLE_OPTS \"-Xdock:name=$APP_NAME\" \"-Xdock:icon=$APP_HOME/media/gradle.icns\""
fi
# For Cygwin, switch paths to Windows format before running java
if $cygwin ; then
APP_HOME=`cygpath --path --mixed "$APP_HOME"`
CLASSPATH=`cygpath --path --mixed "$CLASSPATH"`
JAVACMD=`cygpath --unix "$JAVACMD"`
# We build the pattern for arguments to be converted via cygpath
ROOTDIRSRAW=`find -L / -maxdepth 1 -mindepth 1 -type d 2>/dev/null`
SEP=""
for dir in $ROOTDIRSRAW ; do
ROOTDIRS="$ROOTDIRS$SEP$dir"
SEP="|"
done
OURCYGPATTERN="(^($ROOTDIRS))"
# Add a user-defined pattern to the cygpath arguments
if [ "$GRADLE_CYGPATTERN" != "" ] ; then
OURCYGPATTERN="$OURCYGPATTERN|($GRADLE_CYGPATTERN)"
fi
# Now convert the arguments - kludge to limit ourselves to /bin/sh
i=0
for arg in "$@" ; do
CHECK=`echo "$arg"|egrep -c "$OURCYGPATTERN" -`
CHECK2=`echo "$arg"|egrep -c "^-"` ### Determine if an option
if [ $CHECK -ne 0 ] && [ $CHECK2 -eq 0 ] ; then ### Added a condition
eval `echo args$i`=`cygpath --path --ignore --mixed "$arg"`
else
eval `echo args$i`="\"$arg\""
fi
i=$((i+1))
done
case $i in
(0) set -- ;;
(1) set -- "$args0" ;;
(2) set -- "$args0" "$args1" ;;
(3) set -- "$args0" "$args1" "$args2" ;;
(4) set -- "$args0" "$args1" "$args2" "$args3" ;;
(5) set -- "$args0" "$args1" "$args2" "$args3" "$args4" ;;
(6) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" ;;
(7) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" ;;
(8) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" ;;
(9) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" "$args8" ;;
esac
fi
# Split up the JVM_OPTS And GRADLE_OPTS values into an array, following the shell quoting and substitution rules
function splitJvmOpts() {
JVM_OPTS=("$@")
}
eval splitJvmOpts $DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS
JVM_OPTS[${#JVM_OPTS[*]}]="-Dorg.gradle.appname=$APP_BASE_NAME"
exec "$JAVACMD" "${JVM_OPTS[@]}" -classpath "$CLASSPATH" org.gradle.wrapper.GradleWrapperMain "$@"

90
proj.android-studio/gradlew.bat vendored Executable file
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@if "%DEBUG%" == "" @echo off
@rem ##########################################################################
@rem
@rem Gradle startup script for Windows
@rem
@rem ##########################################################################
@rem Set local scope for the variables with windows NT shell
if "%OS%"=="Windows_NT" setlocal
@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
set DEFAULT_JVM_OPTS=
set DIRNAME=%~dp0
if "%DIRNAME%" == "" set DIRNAME=.
set APP_BASE_NAME=%~n0
set APP_HOME=%DIRNAME%
@rem Find java.exe
if defined JAVA_HOME goto findJavaFromJavaHome
set JAVA_EXE=java.exe
%JAVA_EXE% -version >NUL 2>&1
if "%ERRORLEVEL%" == "0" goto init
echo.
echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
echo.
echo Please set the JAVA_HOME variable in your environment to match the
echo location of your Java installation.
goto fail
:findJavaFromJavaHome
set JAVA_HOME=%JAVA_HOME:"=%
set JAVA_EXE=%JAVA_HOME%/bin/java.exe
if exist "%JAVA_EXE%" goto init
echo.
echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME%
echo.
echo Please set the JAVA_HOME variable in your environment to match the
echo location of your Java installation.
goto fail
:init
@rem Get command-line arguments, handling Windowz variants
if not "%OS%" == "Windows_NT" goto win9xME_args
if "%@eval[2+2]" == "4" goto 4NT_args
:win9xME_args
@rem Slurp the command line arguments.
set CMD_LINE_ARGS=
set _SKIP=2
:win9xME_args_slurp
if "x%~1" == "x" goto execute
set CMD_LINE_ARGS=%*
goto execute
:4NT_args
@rem Get arguments from the 4NT Shell from JP Software
set CMD_LINE_ARGS=%$
:execute
@rem Setup the command line
set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar
@rem Execute Gradle
"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %CMD_LINE_ARGS%
:end
@rem End local scope for the variables with windows NT shell
if "%ERRORLEVEL%"=="0" goto mainEnd
:fail
rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of
rem the _cmd.exe /c_ return code!
if not "" == "%GRADLE_EXIT_CONSOLE%" exit 1
exit /b 1
:mainEnd
if "%OS%"=="Windows_NT" endlocal
:omega

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include ':SalmonEngineAndroid'
project(':SalmonEngineAndroid').projectDir =new File(settingsDir, '../../engine/SalmonEngineAndroid/app')
include ':app'