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game/Android.mk
Executable file
77
game/Android.mk
Executable file
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# Copyright (C) 2009 The Android Open Source Project
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#
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# Licensed under the Apache License, Version 2.0 (the "License");
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# you may not use this file except in compliance with the License.
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# You may obtain a copy of the License at
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#
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# http://www.apache.org/licenses/LICENSE-2.0
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#
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# Unless required by applicable law or agreed to in writing, software
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# distributed under the License is distributed on an "AS IS" BASIS,
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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# See the License for the specific language governing permissions and
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# limitations under the License.
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#
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LPATH := $(call my-dir)
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ENGINE_PATH = $(SalmonEnginePathCygwin)
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BOOST_PATH = $(LibsPathCygwin)/boost_1_47_0
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OGG_PATH = $(LibsPathCygwin)/libogg-1.3.0
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VORBIS_PATH = $(LibsPathCygwin)/libvorbis-1.3.2
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SQUIRREL_PATH = $(LibsPathCygwin)/sqplus
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LIBPNG_PATH = $(LibsPathCygwin)/libpng_1.4.1_android
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ZIP_PATH = $(LibsPathCygwin)/julienr-libzip-android/jni
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#====== ENGINE AND LIBS =====================
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include $(ENGINE_PATH)/Android_Salmon_Engine.mk
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#================= THE GAME =======================
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LOCAL_PATH:= $(LPATH)
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include $(CLEAR_VARS)
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LOCAL_CFLAGS := -DTARGET_ANDROID -DNOSOUND -std=gnu++11 --std=c++11
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LOCAL_STATIC_LIBRARIES := boost
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LOCAL_STATIC_LIBRARIES += squirrel
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LOCAL_STATIC_LIBRARIES += png_lib
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LOCAL_STATIC_LIBRARIES += zip
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LOCAL_SHARED_LIBRARIES := SalmonEngine
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LOCAL_SHARED_LIBRARIES += gnustl_shared
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LOCAL_C_INCLUDES := $(ENGINE_PATH)
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LOCAL_C_INCLUDES += $(BOOST_PATH)
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LOCAL_C_INCLUDES += $(VORBIS_PATH)/include
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LOCAL_C_INCLUDES += $(VORBIS_PATH)/include/vorbis
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LOCAL_C_INCLUDES += $(VORBIS_PATH)/lib
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LOCAL_C_INCLUDES += $(VORBIS_PATH)/lib/books
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LOCAL_C_INCLUDES += $(VORBIS_PATH)/lib/modes
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LOCAL_C_INCLUDES += $(OGG_PATH)/include
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LOCAL_C_INCLUDES += $(OGG_PATH)/include/ogg
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LOCAL_C_INCLUDES += $(SQUIRREL_PATH)/include
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LOCAL_C_INCLUDES += $(SQUIRREL_PATH)/sqplus
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LOCAL_C_INCLUDES += $(SQUIRREL_PATH)/squirrel
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LOCAL_C_INCLUDES += $(SQUIRREL_PATH)/sqstdlib
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LOCAL_C_INCLUDES += $(LIBPNG_PATH)
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LOCAL_C_INCLUDES += $(ZIP_PATH)
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LOCAL_MODULE := SalmonJniTemplate
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LOCAL_SRC_FILES := main_code.cpp
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LOCAL_SRC_FILES += android_api.cpp
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LOCAL_LDLIBS := -lGLESv2
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LOCAL_LDLIBS += -llog -Wl
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#debug
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#LOCAL_CFLAGS += -g -ggdb -O0
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#LOCAL_LDLIBS += -g -ggdb
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include $(BUILD_SHARED_LIBRARY)
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3
game/Application.mk
Executable file
3
game/Application.mk
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APP_STL := gnustl_shared
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APP_CPPFLAGS += -fexceptions
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APP_CPPFLAGS += -frtti
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10
game/android_api.cpp
Executable file
10
game/android_api.cpp
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#include "android_api.h"
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#include "main_code.h"
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JNIEXPORT void JNICALL Java_fishrungames_asteroidgame_JniWrapper_Init(JNIEnv * env, jobject obj, jint width, jint height)
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{
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JniInitApp<TMyApplication>(width, height, 480.f, 320.f);
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}
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25
game/android_api.h
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25
game/android_api.h
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#ifndef ANDROID_API_H_INCLUDED
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#define ANDROID_API_H_INCLUDED
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#include <jni.h>
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#include <android/log.h>
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#include <GLES/gl.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include "boost/shared_ptr.hpp"
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#include "main_code.h"
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#include "include/Engine.h"
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using namespace SE;
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extern "C" {
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JNIEXPORT void JNICALL Java_fishrungames_asteroidgame_JniWrapper_Init(JNIEnv * env, jobject obj, jint width, jint height);
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};
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#endif
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567
game/main_code.cpp
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567
game/main_code.cpp
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#include "main_code.h"
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#ifdef TARGET_ANDROID
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#include "android_api.h"
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#endif
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <time.h>
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#include "include/Engine.h"
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#include "main_code.h"
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//Better move those to external config or something...
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const cardinal CONST_LASER_TIMER = 200;
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const int CONST_HIT_SCORE_POINTS = 100;
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const float CONST_TIME_SCALE = 0.01f;
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const float CONST_PLAYER_ACCELERATION = 3.f;
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const float CONST_VELOCITY_FADE = 0.95f;
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const float CONST_LASER_VELOCITY = 100.f;
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const vec2 CONST_PLAYER_HALF_SIZE(30.f, 30.f);
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const vec2 CONST_LASER_HALF_SIZE(10.f, 10.f);
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const vec2 CONST_AST_POS1(40, 40);
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const vec2 CONST_AST_POS2(40, 280);
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const vec2 CONST_AST_POS3(440, 160);
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float HealthToScale(int health)
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{
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return 0.5f + health * 0.3f;
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}
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float HealthToHitDistance(int health)
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{
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const float CONST_HIT_DISTANCE = 15.f;
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return max(CONST_HIT_DISTANCE * HealthToScale(health), 10.f);
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}
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void TMyApplication::InnerInit()
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{
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*Console<<"Inner init go!\n";
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#ifdef TARGET_ANDROID
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ST::PathToResources = "";
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#endif
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#ifdef TARGET_WIN32
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#ifdef NDEBUG
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ST::PathToResources = "assets/";
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#else
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ST::PathToResources = "../../../assets/";
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#endif
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#endif
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#ifdef TARGET_IOS
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ST::PathToResources = "assets/";
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#endif
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RandomGenerator.seed(static_cast<unsigned int>(std::time(0)));
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TapIsDown = false;
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ResourceManager->TexList.AddTexture(CONST_CONSOLE_TEX_NAME);
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ResourceManager->ShaderManager.AddShader("DefaultShader", "gui_transparent.vertex", "gui_transparent.fragment");
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Renderer->PushShader("DefaultShader");
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ResourceManager->FontManager.AddFont("droid_sans14", "droid_sans14_font_bitmap.bmp32", "droid_sans14_font_charmap.txt");
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ResourceManager->FontManager.PushFont("droid_sans14");
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ResourceManager->TexList.Serialize(*FileToPropertyTree("textures.xml"));
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Renderer->PushProjectionMatrix(Renderer->GetScreenWidth(), Renderer->GetScreenHeight());
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Level = 1;
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Score = 0;
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InitLevel();
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Player.RenderPair.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "shipTexture";
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Player.RenderPair.second.Data = MakeDataTriangleList(Player.Pos - CONST_PLAYER_HALF_SIZE, Player.Pos + CONST_PLAYER_HALF_SIZE);
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Player.RenderPair.second.RefreshBuffer();
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BackgroundRenderPair.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "backgroundTexture";
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BackgroundRenderPair.second.Data = MakeDataTriangleList(vec2(0,0), vec2(Renderer->GetScreenWidth(), Renderer->GetScreenHeight()));
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BackgroundRenderPair.second.RefreshBuffer();
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*Console<<"Inner init end!\n";
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glDepthFunc(GL_LEQUAL);
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}
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void TMyApplication::InnerDeinit()
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{
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}
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void TMyApplication::InnerDraw()
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{
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glClearColor(0,0,0,1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//Draw background
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TRenderParamsSetter renderParamSetter(BackgroundRenderPair.first);
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Renderer->DrawTriangleList(BackgroundRenderPair.second);
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//Draw asteroids
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BOOST_FOREACH(CAsteroidStruct& asteroid, Asteroids)
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{
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TRenderParamsSetter renderParamSetter(asteroid.RenderPair.first);
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Renderer->DrawTriangleList(asteroid.RenderPair.second);
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}
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//Draw player
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if (GameState != GS_LOST)
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{
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TRenderParamsSetter renderParamSetter(Player.RenderPair.first);
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Renderer->DrawTriangleList(Player.RenderPair.second);
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}
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//Draw lasers
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BOOST_FOREACH(CLaserStruct& laser, Lasers)
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{
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TRenderParamsSetter renderParamSetter(laser.RenderPair.first);
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Renderer->DrawTriangleList(laser.RenderPair.second);
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}
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//Draw texts
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glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList[ResourceManager->FontManager.GetCurrentFontTextureName()]);
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Renderer->DrawTriangleList(LevelScoreText);
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Renderer->DrawTriangleList(LevelMessageText);
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}
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void TMyApplication::InnerUpdate(cardinal dt)
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{
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float scaledTime = CONST_TIME_SCALE * dt;
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//Update Asteroids
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BOOST_FOREACH(CAsteroidStruct& asteroid, Asteroids)
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{
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float difAngle = asteroid.AngularVelocity * scaledTime;
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asteroid.Angle += difAngle;
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mat3 rotationMatrix = CreateZRotationMatrix(difAngle);
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MoveDataTriangleList(asteroid.RenderPair.second.Data, -vec3(asteroid.CenterPos, 0));
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RotateDataTriangleList(asteroid.RenderPair.second.Data, rotationMatrix);
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MoveDataTriangleList(asteroid.RenderPair.second.Data, vec3(asteroid.CenterPos, 0));
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vec2 dif = asteroid.Velocity * scaledTime;
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vec2 newCenterPos = NormalizePos(asteroid.CenterPos + dif);
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dif = newCenterPos - asteroid.CenterPos;
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asteroid.CenterPos = newCenterPos;
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MoveDataTriangleList(asteroid.RenderPair.second.Data, vec3(dif, 0));
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asteroid.RenderPair.second.RefreshBuffer();
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}
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UpdatePlayerPosition(scaledTime);
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//Shoot laser
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LaserTimer.Update(dt);
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if (LaserTimer.IsOver())
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{
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LaserTimer.SetTimer(CONST_LASER_TIMER);
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if (GameState == GS_PLAY)
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{
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AddNewLaser();
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}
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}
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//Update lasers
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BOOST_FOREACH(CLaserStruct& laser, Lasers)
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{
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vec2 dif = CONST_LASER_VELOCITY *laser.Dir * scaledTime;
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MoveDataTriangleList(laser.RenderPair.second.Data, vec3(dif, 0));
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laser.Pos += dif;
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laser.RenderPair.second.RefreshBuffer();
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}
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//Do all checks...
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ProcessLaserHit();
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ProcessPlayerCollisions();
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ClearUnusedLasers();
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if (Asteroids.size() == 0 && GameState == GS_PLAY)
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{
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GameState = GS_WON;
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RefreshScoreText();
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}
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}
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void TMyApplication::InnerOnTapDown(vec2 p)
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{
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TapIsDown = true;
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LastTap = p;
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}
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void TMyApplication::InnerOnTapUp(vec2 p)
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{
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TapIsDown = false;
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if (GameState == GS_LOST)
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{
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Level = 1;
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Score = 0;
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InitLevel();
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}
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else if (GameState == GS_WON)
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{
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Level++;
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InitLevel();
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}
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}
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void TMyApplication::InnerOnTapUpAfterMove(vec2 p)
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{
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TapIsDown = false;
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}
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void TMyApplication::InnerOnMove(vec2 shift)
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{
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LastTap -= shift;
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}
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void TMyApplication::InitLevel()
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{
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GameState = GS_PLAY;
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LaserTimer.SetTimer(CONST_LASER_TIMER);
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Asteroids.clear();
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Lasers.clear();
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CreateRandomAsteroid(CONST_AST_POS1, Level);
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CreateRandomAsteroid(CONST_AST_POS2, Level);
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CreateRandomAsteroid(CONST_AST_POS3, Level);
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Player.Angle = 0;
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Player.Pos = vec2(Renderer->GetScreenWidth()/2, Renderer->GetScreenHeight()/2);
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RefreshScoreText();
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}
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CAsteroidStruct TMyApplication::CreateAsteroid(vec2 pos, vec2 dir, int health)
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{
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static const float CONST_TEX_COORD_SCALE = 0.01f;
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static const float CONST_ANGULAR_VELOCITY_SCALE = 0.001f;
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static const boost::random::uniform_int_distribution<> velocityDistribution(5, 10);
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static const boost::random::uniform_int_distribution<> angularVelocityDistribution(0, 10);
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static const boost::random::uniform_int_distribution<> vertexNumberDistribution(5, 10);
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static const boost::random::uniform_int_distribution<> vertexShiftDistribution(20, 30);
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CAsteroidStruct result;
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result.Health = health;
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result.CenterPos = pos;
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result.Angle = 0;
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result.AngularVelocity = angularVelocityDistribution(RandomGenerator) * CONST_ANGULAR_VELOCITY_SCALE;
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result.Velocity = velocityDistribution(RandomGenerator) * dir;
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int numberOfVertices = vertexNumberDistribution(RandomGenerator);
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std::vector<float> distArr(numberOfVertices);
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for (int i=0; i<numberOfVertices; i++)
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{
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distArr[i] = vertexShiftDistribution(RandomGenerator) * HealthToScale(health);
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}
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//First iteration
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vec2 prevShift = distArr[0] * vec2(1,0);
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vec2 prevTexCoordShift = prevShift * CONST_TEX_COORD_SCALE;
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//Other iterations
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for (int i = 1; i <= numberOfVertices; i++)
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{
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float angle = i * 2 * pi / static_cast<float>(numberOfVertices);
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||||
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vec2 shift = distArr[i % numberOfVertices] * vec2(cosf(angle), sinf(angle));
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vec2 texCoordShift = shift * CONST_TEX_COORD_SCALE;
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result.RenderPair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(vec3(pos, 0));
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result.RenderPair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(vec3(pos + prevShift, 0));
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result.RenderPair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(vec3(pos + shift, 0));
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result.RenderPair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(vec2(0.5f, 0.5f));
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result.RenderPair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(vec2(0.5f, 0.5f) + prevTexCoordShift);
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result.RenderPair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(vec2(0.5f, 0.5f) + texCoordShift);
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prevShift = shift;
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prevTexCoordShift = texCoordShift;
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}
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result.RenderPair.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "asteroidTexture";
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result.RenderPair.second.RefreshBuffer();
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return result;
|
||||
}
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||||
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||||
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void TMyApplication::CreateRandomAsteroid(vec2 pos, int health)
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{
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||||
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static const boost::random::uniform_int_distribution<> angleDistribution(0, 36);
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||||
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||||
float randomAngle = angleDistribution(RandomGenerator) * pi / 18.f;
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||||
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Asteroids.push_back(CreateAsteroid(pos, vec2(cosf(randomAngle), sinf(randomAngle)), health));
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}
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||||
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void TMyApplication::CreateAsteroidParts(vec2 pos, int newHealth)
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{
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static const boost::random::uniform_int_distribution<> CreateAsteroidParts(2, 5);
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||||
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||||
static const boost::random::uniform_int_distribution<> angleDistribution(0, 36);
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||||
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||||
float randomAngle = angleDistribution(RandomGenerator) * pi / 18.f;
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||||
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||||
int number = CreateAsteroidParts(RandomGenerator);
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||||
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||||
for (int i = 0; i < number; i++)
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||||
{
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||||
float partAngle = randomAngle + i * 2 * pi / static_cast<float>(number);
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||||
Asteroids.push_back(CreateAsteroid(pos, vec2(cosf(partAngle), sinf(partAngle)), newHealth));
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}
|
||||
|
||||
}
|
||||
|
||||
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");
|
||||
}
|
||||
}
|
137
game/main_code.h
Executable file
137
game/main_code.h
Executable file
@ -0,0 +1,137 @@
|
||||
#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
|
10
proj.android-studio/.gitignore
vendored
Executable file
10
proj.android-studio/.gitignore
vendored
Executable file
@ -0,0 +1,10 @@
|
||||
*.iml
|
||||
.gradle
|
||||
/local.properties
|
||||
/.idea
|
||||
/.idea/workspace.xml
|
||||
/.idea/libraries
|
||||
.DS_Store
|
||||
/build
|
||||
/captures
|
||||
.externalNativeBuild
|
1
proj.android-studio/app/.gitignore
vendored
Executable file
1
proj.android-studio/app/.gitignore
vendored
Executable file
@ -0,0 +1 @@
|
||||
/build
|
96
proj.android-studio/app/CMakeLists.txt
Executable file
96
proj.android-studio/app/CMakeLists.txt
Executable file
@ -0,0 +1,96 @@
|
||||
# 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 )
|
46
proj.android-studio/app/build.gradle
Executable file
46
proj.android-studio/app/build.gradle
Executable file
@ -0,0 +1,46 @@
|
||||
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
17
proj.android-studio/app/proguard-rules.pro
vendored
Executable file
@ -0,0 +1,17 @@
|
||||
# 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 *;
|
||||
#}
|
@ -0,0 +1,26 @@
|
||||
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());
|
||||
}
|
||||
}
|
39
proj.android-studio/app/src/main/AndroidManifest.xml
Executable file
39
proj.android-studio/app/src/main/AndroidManifest.xml
Executable file
@ -0,0 +1,39 @@
|
||||
<?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>
|
74
proj.android-studio/app/src/main/java/fishrungames/asteroidgame/GLView.java
Executable file
74
proj.android-studio/app/src/main/java/fishrungames/asteroidgame/GLView.java
Executable file
@ -0,0 +1,74 @@
|
||||
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.
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,12 @@
|
||||
package fishrungames.asteroidgame;
|
||||
|
||||
public class JniWrapper
|
||||
{
|
||||
static {
|
||||
System.loadLibrary("AsteroidGame");
|
||||
}
|
||||
|
||||
|
||||
public static native void Init(int width, int height);
|
||||
|
||||
}
|
@ -0,0 +1,94 @@
|
||||
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;
|
||||
}
|
||||
|
||||
}
|
BIN
proj.android-studio/app/src/main/res/drawable-hdpi/ic_menu_template.png
Executable file
BIN
proj.android-studio/app/src/main/res/drawable-hdpi/ic_menu_template.png
Executable file
Binary file not shown.
After Width: | Height: | Size: 3.4 KiB |
BIN
proj.android-studio/app/src/main/res/drawable-ldpi/ic_menu_template.png
Executable file
BIN
proj.android-studio/app/src/main/res/drawable-ldpi/ic_menu_template.png
Executable file
Binary file not shown.
After Width: | Height: | Size: 1.4 KiB |
BIN
proj.android-studio/app/src/main/res/drawable-mdpi/ic_menu_template.png
Executable file
BIN
proj.android-studio/app/src/main/res/drawable-mdpi/ic_menu_template.png
Executable file
Binary file not shown.
After Width: | Height: | Size: 2.1 KiB |
4
proj.android-studio/app/src/main/res/values/strings.xml
Executable file
4
proj.android-studio/app/src/main/res/values/strings.xml
Executable file
@ -0,0 +1,4 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="app_name">AndroidJniTemplate</string>
|
||||
</resources>
|
@ -0,0 +1,17 @@
|
||||
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);
|
||||
}
|
||||
}
|
23
proj.android-studio/build.gradle
Executable file
23
proj.android-studio/build.gradle
Executable file
@ -0,0 +1,23 @@
|
||||
// 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
|
||||
}
|
17
proj.android-studio/gradle.properties
Executable file
17
proj.android-studio/gradle.properties
Executable file
@ -0,0 +1,17 @@
|
||||
# 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
|
BIN
proj.android-studio/gradle/wrapper/gradle-wrapper.jar
vendored
Executable file
BIN
proj.android-studio/gradle/wrapper/gradle-wrapper.jar
vendored
Executable file
Binary file not shown.
6
proj.android-studio/gradle/wrapper/gradle-wrapper.properties
vendored
Executable file
6
proj.android-studio/gradle/wrapper/gradle-wrapper.properties
vendored
Executable file
@ -0,0 +1,6 @@
|
||||
#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
160
proj.android-studio/gradlew
vendored
Executable file
@ -0,0 +1,160 @@
|
||||
#!/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
90
proj.android-studio/gradlew.bat
vendored
Executable file
@ -0,0 +1,90 @@
|
||||
@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
|
7
proj.android-studio/settings.gradle
Executable file
7
proj.android-studio/settings.gradle
Executable file
@ -0,0 +1,7 @@
|
||||
include ':SalmonEngineAndroid'
|
||||
project(':SalmonEngineAndroid').projectDir =new File(settingsDir, '../../engine/SalmonEngineAndroid/app')
|
||||
|
||||
|
||||
include ':app'
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user