delete unnecessary files

This commit is contained in:
Robert 2017-01-17 16:02:45 +05:00
parent eb7eeef8e8
commit 1da17475d2
380 changed files with 0 additions and 42681 deletions

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name = Release;
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CLANG_ENABLE_MODULES = YES;
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GCC_INLINES_ARE_PRIVATE_EXTERN = NO;
GCC_PRECOMPILE_PREFIX_HEADER = YES;
GCC_PREFIX_HEADER = "doublehitballs/doublehitballs-Prefix.pch";
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TARGET_IOS,
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HEADER_SEARCH_PATHS = (
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IPHONEOS_DEPLOYMENT_TARGET = 8.0;
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/Frameworks";
LIBRARY_SEARCH_PATHS = (
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"\"$(SRCROOT)/../../../libs/jpeg-9/build-ios/ios-simulator\"",
);
"LIBRARY_SEARCH_PATHS[sdk=iphoneos*]" = (
"$(LibsPath)/lpng1510/build-ios/ios-device",
"$(LibsPath)/boost_1_52_0/build-ios/ios-device",
"$(LibsPath)/sqplus/build-ios/ios-device",
"$(LibsPath)/zlib-1.2.6/build-ios/ios-device",
"$(LibsPath)/vorbis-tremor-ios/build-ios/ios-device",
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PRODUCT_BUNDLE_IDENTIFIER = fishrungames.doublehitballs;
PRODUCT_NAME = "$(TARGET_NAME)";
SWIFT_OBJC_BRIDGING_HEADER = "doublehitballs/doublehitballs-Bridging-Header.h";
SWIFT_OPTIMIZATION_LEVEL = "-Onone";
SWIFT_VERSION = 3.0;
SYMROOT = build;
TARGETED_DEVICE_FAMILY = 1;
USER_HEADER_SEARCH_PATHS = "";
WRAPPER_EXTENSION = app;
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};
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GCC_PRECOMPILE_PREFIX_HEADER = YES;
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GCC_PREPROCESSOR_DEFINITIONS = (
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defaultConfigurationIsVisible = 0;
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};
rootObject = 4C49B2B015B0991B003512CD /* Project object */;
}

View File

@ -1,31 +0,0 @@
//
// AppDelegate.swift
// salmontemplate
//
// Created by Роберт Хайреев on 16/01/2017.
//
//
import Foundation
import UIKit
@UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
var viewController: UIViewController?
func applicationDidFinishLaunching(_ application: UIApplication) {
window = UIWindow(frame: UIScreen.main.bounds)
if UIDevice.current.userInterfaceIdiom == .phone {
viewController = ViewController(nibName: "ViewController_iPhone", bundle: nil)
} else {
viewController = ViewController(nibName: "ViewController_iPad", bundle: nil)
}
window?.rootViewController = viewController
window?.makeKeyAndVisible()
}
}

View File

@ -1,13 +0,0 @@
//
// CustomGLKView.h
// doublehitballs
//
// Created by vvv ооо on 15.07.12.
// Copyright (c) 2012 __MyCompanyName__. All rights reserved.
//
#import "include/Utils/IosApi/ObjC/GLKViewTemplate.h"
@interface CustomGLKView : GLKViewTemplate
@end

View File

@ -1,5 +0,0 @@
#import "CustomGLKView.h"
@implementation CustomGLKView
@end

View File

@ -1,95 +0,0 @@
//
// CustomGLKView.swift
// salmontemplate
//
// Created by Роберт Хайреев on 16/01/2017.
//
//
import Foundation
import GLKit
struct TTouchHashData {
var first: CGPoint!
var second: Bool!
var number: Int!
}
class GLKViewTemplate: GLKView {
var touchDict: [UITouch: TTouchHashData] = [:]
override init(frame: CGRect) {
super.init(frame: frame)
isMultipleTouchEnabled = true
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func addTouchToHash(touch: UITouch) {
let data = TTouchHashData()
touchDict[touch] = data
touchDict[touch]?.first = touch.location(in: self)
touchDict[touch]?.second = false
for n in 0...255 {
var nExists = false
for i in touchDict.values {
if i.number == n {
nExists = true
}
}
if !nExists {
touchDict[touch]?.number = n
}
}
}
func removeTouchFromHash(touch: UITouch) {
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
let prevLocation = touch.previousLocation(in: self)
if abs(touchDict[touch]!.first!.x - location.x) > 10 || abs(touchDict[touch]!.first!.y - location.y) > 10 {
touchDict[touch]?.second = true
}
let number = Int32(touchDict[touch]!.number)
SE_AppOnScroll(Int32(Float(prevLocation.x) - Float(location.x)), -Int32(Float(prevLocation.y) - Float(location.y)), number)
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
let number = Int32(touchDict[touch]!.number)
if touchDict[touch]!.second == true {
SE_AppOnTapUpAfterMove(Int32(location.x), Int32(bounds.size.height - location.y), number)
} else {
SE_AppOnTapUp(Int32(location.x), Int32(bounds.size.height - location.y), number)
}
touchDict.removeValue(forKey: touch)
}
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
touchDict.removeValue(forKey: touch)
}
}
}

View File

@ -1,60 +0,0 @@
//
// SENamespaceWrapper.hpp
// salmontemplate
//
// Created by Роберт Хайреев on 16/01/2017.
//
//
#include "include/Utils/Utils.h"
//#import "include/Utils/IosApi/ObjC/ViewControllerTemplate.h"
#include "include/Utils/IosApi/IosWrapper.h"
#include "SENamespaceWrapper.h"
namespace SE {
void SetKeyboardText(const char* newText);
void OnKeyboardHide();
}
//TApplication *app = NULL;
void SE_AppDeinit() {
SE::AppDeinit();
}
void SE_AppUpdate(int dt) {
SE::AppUpdate(dt);
}
void SE_AppDraw() {
SE::AppDraw();
}
void SE_AppOnTapDown(int posx, int posy, int touchNumber) {
SE::AppOnTapDown(posx, posy, touchNumber);
}
void SE_AppOnTapUp(int posx, int posy, int touchNumber) {
SE::AppOnTapUp(posx, posy, touchNumber);
}
void SE_AppOnTapUpAfterMove(int posx, int posy, int touchNumber) {
SE::AppOnTapUpAfterMove(posx, posy, touchNumber);
}
void SE_AppOnScroll(int shiftx, int shifty, int touchNumber) {
SE::AppOnScroll(shiftx, shifty, touchNumber);
}
void SE_AppOnScale(float scale) {
SE::AppOnScale(scale);
}
void SE_SetKeyboardText(const char* newText) {
SE::SetKeyboardText(newText);
}
void SE_OnKeyboardHide() {
SE::OnKeyboardHide();
}

View File

@ -1,33 +0,0 @@
//
// SENamespaceWrapper.hpp
// salmontemplate
//
// Created by Роберт Хайреев on 16/01/2017.
//
//
#ifndef SENamespace_h
#define SENamespace_h
#ifdef __cplusplus
extern "C" {
#endif
//void SE_CreateEngine();
//void SE_DestroyEngine();
//TApplication *app = NULL;
void SE_AppDeinit();
void SE_AppUpdate(int dt);
void SE_AppDraw();
void SE_AppOnTapDown(int posx, int posy, int touchNumber);
void SE_AppOnTapUp(int posx, int posy, int touchNumber);
void SE_AppOnTapUpAfterMove(int posx, int posy, int touchNumber);
void SE_AppOnScroll(int shiftx, int shifty, int touchNumber);
void SE_AppOnScale(float scale);
void SE_SetKeyboardText(const char* newText);
void SE_OnKeyboardHide();
#ifdef __cplusplus
} //end extern "C"
#endif
#endif /* SENamespace_h */

View File

@ -1,113 +0,0 @@
//
// ViewController.swift
// salmontemplate
//
// Created by Роберт Хайреев on 16/01/2017.
//
//
import UIKit
import GLKit
class ViewControllerTemplate: GLKViewController, UITextFieldDelegate {
public var hiddenTextField: UITextField?
private var context: EAGLContext?
private var effect: GLKBaseEffect?
override func viewDidLoad() {
super.viewDidLoad()
guard let context = EAGLContext(api: .openGLES2) else {
print("Failed to create ES context")
return
}
self.context = context
let view: GLKView = self.view as! GLKView
view.context = self.context!
view.drawableDepthFormat = .format24
//defaultView = view
setupGL()
let recognizer = UIPinchGestureRecognizer(target: self, action: #selector(respondToPinch(gestureRecognizer:)))
recognizer.delaysTouchesEnded = false
view.addGestureRecognizer(recognizer)
view.isMultipleTouchEnabled = true
hiddenTextField = UITextField(frame: CGRect(x: -200, y: -200, width: 0, height: 0))
hiddenTextField?.autocorrectionType = .no
view.addSubview(hiddenTextField!)
hiddenTextField?.delegate = self
NotificationCenter.default.addObserver(self, selector: #selector(onReceiveKeyboardNotification(notification:)), name: .UITextFieldTextDidChange, object: nil)
}
deinit {
tearDownGL()
}
func setupGL() {
EAGLContext.setCurrent(context)
appInitCaller()
}
func tearDownGL() {
EAGLContext.setCurrent(context)
SE_AppDeinit()
}
func appInitCaller() {
// CustomAppInit()
}
func respondToPinch(gestureRecognizer: UIPinchGestureRecognizer) {
SE_AppOnScale(Float(gestureRecognizer.scale))
}
func onReceiveKeyboardNotification(notification: NSNotification) {
if notification.name == .UITextFieldTextDidChange {
let textField = notification.object as! UITextField
let text = textField.text
SE_SetKeyboardText(text)
}
}
func textFieldDidBeginEditing(_ textField: UITextField) {
print("Begin")
}
func textFieldDidEndEditing(_ textField: UITextField) {
print("End")
}
func textField(_ textField: UITextField, shouldChangeCharactersIn range: NSRange, replacementString string: String) -> Bool {
if string == "\n" {
textField.resignFirstResponder()
SE_OnKeyboardHide()
}
return true
}
func update() {
SE_AppUpdate(Int32(self.timeSinceLastUpdate * 1000))
}
override func glkView(_ view: GLKView, drawIn rect: CGRect) {
SE_AppDraw()
}
}
class ViewController: ViewControllerTemplate {
override func appInitCaller() {
CustomAppInit()
}
override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
return [.landscapeLeft, .landscapeRight]
}
}

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@ -1,79 +0,0 @@
#include "creditscode.h"
#include "include/Engine.h"
#include "main_code.h"
const int TGameCredits::CONST_STATE_APPEARING = 0;
const int TGameCredits::CONST_STATE_APPEARED = 1;
const int TGameCredits::CONST_STATE_DISAPPEARING = 2;
const int TGameCredits::CONST_STATE_DISAPPEARED = 3;
const float TGameCredits::CONST_APPEAR_TIME = 150.f;
TGameCredits::TGameCredits()
: TGameAreaAncestor()
, StateTimer(0)
, State(CONST_STATE_DISAPPEARED)
{
}
void TGameCredits::Draw()
{
float transparency = StateTimer/CONST_APPEAR_TIME;
RenderUniform1f("Transparency", transparency);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList["main_menu_bkg_left"]);
Renderer->DrawRect(vec2(0, 0.f), vec2(480.f, 320.f));
const vec2 creditsPos(140.f, 130.f);
const vec2 creditsHalfSize(128.f, 128.f);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_CREDITS_TEXTURE]);
Renderer->DrawRect(creditsPos-creditsHalfSize, creditsPos+creditsHalfSize);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_LOGO_SMALL_TEXTURE]);
Renderer->DrawRect(vec2(240.f-128.f+15.f, 320.f-64.f), vec2(240.f+128.f+15.f, 320.f));
CheckGlError("Draw TGameCredits");
}
void TGameCredits::Update(cardinal dt)
{
if (State == CONST_STATE_APPEARING)
{
StateTimer += dt;
if (StateTimer >= CONST_APPEAR_TIME)
{
StateTimer = CONST_APPEAR_TIME;
State = CONST_STATE_APPEARED;
}
}
else if (State == CONST_STATE_DISAPPEARING)
{
StateTimer -= dt;
if (StateTimer <= 0.f)
{
StateTimer = 0.f;
State = CONST_STATE_DISAPPEARED;
}
}
}
void TGameCredits::OnTapDown(vec2 p)
{
Application->GoFromCreditsToMenu();
}
void TGameCredits::StartAppear()
{
State = CONST_STATE_APPEARING;
}
void TGameCredits::StartDisappear()
{
State = CONST_STATE_DISAPPEARING;
}

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@ -1,34 +0,0 @@
#ifndef CREDITSCODE_H_INCLUDED
#define CREDITSCODE_H_INCLUDED
#include "game_area_interface.h"
using namespace SE;
class TGameCredits : public TGameAreaAncestor
{
static const int CONST_STATE_APPEARING;
static const int CONST_STATE_APPEARED;
static const int CONST_STATE_DISAPPEARING;
static const int CONST_STATE_DISAPPEARED;
static const float CONST_APPEAR_TIME;
int State;
float StateTimer;
public:
TGameCredits();
virtual void Draw();
virtual void Update(cardinal dt);
virtual void OnTapDown(vec2 p);
void StartAppear();
void StartDisappear();
};
#endif

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@ -1,6 +0,0 @@
//
// Use this file to import your target's public headers that you would like to expose to Swift.
//
#include "SENamespaceWrapper.h"
#include "ios_api.h"

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@ -1,50 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleDisplayName</key>
<string>2x Hit Balls</string>
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleIconFile</key>
<string>Icon.png</string>
<key>CFBundleIdentifier</key>
<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>1.0</string>
<key>LSRequiresIPhoneOS</key>
<true/>
<key>UILaunchImageFile</key>
<string>Splash-landscape.png</string>
<key>UIPrerenderedIcon</key>
<true/>
<key>UIRequiredDeviceCapabilities</key>
<array>
<string>armv7</string>
</array>
<key>UIStatusBarHidden</key>
<true/>
<key>UISupportedInterfaceOrientations</key>
<array>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
<key>UISupportedInterfaceOrientations~ipad</key>
<array>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
</dict>
</plist>

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@ -1,14 +0,0 @@
//
// Prefix header for all source files of the 'doublehitballs' target in the 'doublehitballs' project
//
#import <Availability.h>
#ifndef __IPHONE_5_0
#warning "This project uses features only available in iOS SDK 5.0 and later."
#endif
#ifdef __OBJC__
#import <UIKit/UIKit.h>
#import <Foundation/Foundation.h>
#endif

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@ -1,2 +0,0 @@
/* Localized versions of Info.plist keys */

View File

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@ -1,111 +0,0 @@
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@ -1,23 +0,0 @@
#ifndef GAME_AREA_INTERFACE_H_INCLUDED
#define GAME_AREA_INTERFACE_H_INCLUDED
#include "include/Engine.h"
using namespace SE;
class TGameAreaAncestor
{
public:
virtual void Draw() { }
virtual void Update(cardinal) { }
virtual void OnTapUp(vec2) { }
virtual void OnTapDown(vec2) { }
virtual void OnFling(vec2) { }
virtual void OnScroll(vec2) { }
virtual ~TGameAreaAncestor() { } //By default destructor is not virtual
};
#endif

File diff suppressed because it is too large Load Diff

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@ -1,205 +0,0 @@
#ifndef GAMECODE_H_INCLUDED
#define GAMECODE_H_INCLUDED
#include "include/Engine.h"
#include "game_area_interface.h"
#include <list>
using namespace SE;
const int CONST_BRICKSTATE_VISIBLE = 3;
const int CONST_BRICKSTATE_DISAPPEAR = 2;
const int CONST_BRICKSTATE_INVISIBLE = 1;
const int CONST_BRICKSTATE_APPEAR = 0;
const float CONST_BRICK_DISAPPEAR_TIME = 200.f;
const float CONST_BRICK_APPEAR_TIME = 200.f;
const int CONST_BRICKMATRIX_WIDTH = 12;
const int CONST_BRICKMATRIX_HEIGHT = 13;
const float CONST_BRICK_WIDTH = 37.5f;
const float CONST_BRICK_HEIGHT = 0.5f*CONST_BRICK_WIDTH;
const float CONST_BRICK_SHIFT_X = 15.f;
const float CONST_BRICK_SHIFT_Y = -16.f;
const float CONST_BONUS_APPEAR_TIME = 400.f;
const float CONST_BONUS_FALL_SPEED = 100.f;
const float CONST_BONUS_GOTHROUGH_TIME = 8000.f;
const float CONST_BONUS_CATCH_DISTANCE_X = 65.f;
const float CONST_BONUS_CATCH_DISTANCE_Y = 20.f;
const float CONST_BONUS_FLOOR_TIME = 8000.f;
const float CONST_BONUS_FLOOR_APPEAR_SPEED = 50.f;
const int CONST_BONUS_TYPE_MULTIPLIER = 0;
const int CONST_BONUS_TYPE_GOTHROUGH = 1;
const int CONST_BONUS_TYPE_FLOOR = 2;
class TBrick
{
protected:
int InitialLocked;
int Locked; //0, 1 or 2
int State;
float StateTimer;
vec4 Color;
public:
TBrick();
void SetVisible(vec4 color, int locked);
void SetInvisible();
void TryDrawAppear(int ipos, int jpos);
void Update(cardinal dt);
vec2 GetPosFrom(int ipos, int jpos);
vec4 GetColor();
void Appear(vec4 color, int locked);
void Appear();
void Hit();
void Disappear();
int GetLocked();
bool CanReact();
};
class TBonusFalling
{
protected:
float Lifetime;
vec2 Pos;
std::string TexName;
int BonusType; //0 - multiplier, 1 - Go-through, 2 - floor
public:
TBonusFalling(vec2 pos);
vec2 GetPos();
int GetType();
void Draw();
void Update(cardinal dt);
};
struct TBall
{
vec2 Pos;
vec2 Velocity;
vec4 Color;
std::list<vec2> TalePos;
vec2 BallInBlock;
vec2 PrevBallInBlock;
TBall(vec2 pos, vec2 velocity, vec4 color);
vec2 GetPos();
vec2 GetVelocityVector();
void Go();
void ReflectToLeft();
void ReflectToRight();
void ReflectToUp();
void ReflectToDown();
void TryReflectOnReflector(vec2 refPos);
void Update(cardinal dt);
};
typedef std::pair<vec4, std::string> PairColorTexture;
struct TBlockInstansingList
{
//color-texture ---> and list of triangles for this color
std::list<std::pair<PairColorTexture, TTriangleList>> ColorBlockList;
};
struct TBallInstancingList
{
std::map<int, TTriangleList> BallAndGlowList;
};
class TGameLevel : public TGameAreaAncestor
{
protected:
std::string BkgTexture;
std::string LevelScreenTexture;
std::string LevelFileName;
vec2 ReflectorPos;
int LevelState;
bool PrevLevelStateIsStandby;
float StateTimer;
TBrick BlockMatrix[CONST_BRICKMATRIX_WIDTH][CONST_BRICKMATRIX_HEIGHT];
TBlockInstansingList BlockInstansingList;
bool TapInBackBtnArea(const vec2& pos);
void ReloadBlockInstansingList();
void SetFinished();
void SetFinishFreeze();
void DrawBuffer();
void DrawPauseButtons();
void DrawBallInstancingList();
bool RenderBufferReady;
float OutScale;
float OutScaleVelocity;
void TryGoToMenu();
std::list<TBonusFalling> BonusFallingList;
std::list<TBall> BallList;
TBallInstancingList BallInstancingList;
vec4 BallColor;
void ReloadBallInstancingList();
void RefreshBallInstancingList();
void UpdateBallList(cardinal dt);
void MultiplyBalls(vec2 pos, vec2 velocity);
vec2 GetBlock(const vec2& pos);
void InitLevel();
float BonusGothroughTimer;
float BonusFloorTimer;
float BonusFloorPosY;
vec4 ParseColor(const std::string& s);
void ReloadLevel();
public:
TGameLevel();
~TGameLevel();
void FillWithFile(const std::string& filename);
void SetStandBy();
void SetLoading(const std::string& bkg, const std::string& levelscreen);
bool IsLoaded();
virtual void Draw();
void SetPause();
bool IsPaused();
void ReleasePause();
virtual void Update(cardinal dt);
virtual void OnTapDown(vec2 pos);
virtual void OnTapUp(vec2 pos);
virtual void OnFling(vec2 slideSpeed);
virtual void OnScroll(vec2 shift);
};
#endif

View File

@ -1 +0,0 @@
void CustomAppInit();

View File

@ -1,16 +0,0 @@
#include "loadingcode.h"
#include "include/Engine.h"
#include "main_code.h"
void TGameLoading::Draw()
{
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_LOADING_TEXTURE]);
Renderer->DrawRect(vec2(240.f - 128.f, 10.f), vec2(240.f + 128.f, 10.f + 64.f));
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_LOGO_SMALL_TEXTURE]);
Renderer->DrawRect(vec2(480.f - 256.f+50.f, 320.f - 64.f), vec2(480.f+50.f, 320.f));
CheckGlError();
}

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@ -1,15 +0,0 @@
#ifndef LOADINGCODE_H_INCLUDED
#define LOADINGCODE_H_INCLUDED
#include "game_area_interface.h"
using namespace SE;
class TGameLoading : public TGameAreaAncestor
{
public:
virtual void Draw();
};
#endif

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@ -1,18 +0,0 @@
//
// main.m
// doublehitballs
//
// Created by vvv ооо on 13.07.12.
// Copyright (c) 2012 __MyCompanyName__. All rights reserved.
//
#import <UIKit/UIKit.h>
#import "AppDelegate.h"
int main(int argc, char *argv[])
{
@autoreleasepool {
return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
}
}

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@ -1,475 +0,0 @@
#include "main_code.h"
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <time.h>
#include "include/Engine.h"
#include "menucode.h"
#include "main_code.h"
boost::signal<void (vec2)> OnTapUpSignal;
boost::signal<void (vec2)> OnTapDownSignal;
boost::signal<void (vec2)> OnFlingSignal;
boost::signal<void (vec2)> OnScrollSignal;
boost::signal<void ()> OnDrawSignal;
const std::string CONST_BLOCK_TEXTURE1 = "block1";
const std::string CONST_BLOCK_TEXTURE2 = "block2";
const std::string CONST_BLOCK_TEXTURE3 = "block3";
const std::string CONST_BONUS_GOTHROUGH_TEXTURE = "bonus_gothrough";
const std::string CONST_BONUS_MULTIPLIER_TEXTURE = "bonus_multiplier";
const std::string CONST_BONUS_FLOOR_TEXTURE = "bonus_floor";
const std::string CONST_BALL_TEXTURE = "ball";
const std::string CONST_BALLGLOW_TEXTURE = "ball_glow";
const std::string CONST_REFLECTOR_TEXTURE = "reflector";
const std::string CONST_WALL_LEFT_TEXTURE = "wall_left";
const std::string CONST_WALL_RIGHT_TEXTURE = "wall_right";
const std::string CONST_WALL_UP_TEXTURE = "wall_up";
const std::string CONST_WALL_BONUS_TEXTURE = "wall_bonus";
const std::string CONST_BACK_BTN_TEXTURE = "back_btn";
const std::string CONST_SLIDE_UP_BTN_TEXTURE = "slide_up_btn";
const std::string CONST_TAP_TO_CONTINUE_BTN_TEXTURE = "tap_to_continue_btn";
const std::string CONST_LOADING_TEXTURE = "loading";
const std::string CONST_LOGO_SMALL_TEXTURE = "logo_small";
const std::string CONST_CREDITS_TEXTURE = "credits";
const float CONST_CREDITS_SHOW_TIME = 150.f;
TAndroidApplication* Application;
void TAndroidApplication::InnerInit()
{
Application = this;
#ifdef TARGET_WIN32
#ifdef NDEBUG
ST::PathToResources = "resources/";
#else
ST::PathToResources = "../../../assets/";
#endif
#endif
#ifdef TARGET_IOS
ST::PathToResources = "assets/";
#endif
if (Console != NULL)
{
*Console<<"APP INIT\n";
}
srand (static_cast<cardinal>(time(NULL)));
GameState = CONST_GAMESTATE_PRELOADING;
StateTimer = 0.f;
ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex.txt", "shader1fragment.txt");
ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
ResourceManager->ShaderManager.AddShader("BrickShader", "brickshader_vertex.txt", "brickshader_fragment.txt");
Renderer->PushShader("DefaultShader");
ResourceManager->TexList.AddTexture(CONST_LOADING_TEXTURE + ".png", CONST_LOADING_TEXTURE);
ResourceManager->TexList.AddTexture(CONST_LOGO_SMALL_TEXTURE + ".png", CONST_LOGO_SMALL_TEXTURE);
ResourceManager->TexList.AddTexture("console_bkg.bmp");
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
OnDrawSignal.connect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
Inited = true;
Renderer->SetOrthoProjection();
Renderer->SetFullScreenViewport();
}
void TAndroidApplication::InnerDeinit()
{
Inited = false;
Loaded = false;
if (Console != NULL)
{
*Console<<"APP DEINIT\n";
}
OnTapUpSignal.disconnect(boost::bind(&TGameLevel::OnTapUp, boost::ref(GameLevel), _1));
OnTapUpSignal.disconnect(boost::bind(&TGameMenu::OnTapUp, boost::ref(Menu), _1));
OnFlingSignal.disconnect(boost::bind(&TGameLevel::OnFling, boost::ref(GameLevel), _1));
OnFlingSignal.disconnect(boost::bind(&TGameMenu::OnFling, boost::ref(Menu), _1));
OnScrollSignal.disconnect(boost::bind(&TGameLevel::OnScroll, boost::ref(GameLevel), _1));
OnScrollSignal.disconnect(boost::bind(&TGameMenu::OnScroll, boost::ref(Menu), _1));
OnTapDownSignal.disconnect(boost::bind(&TGameLevel::OnTapDown, boost::ref(GameLevel), _1));
OnTapDownSignal.disconnect(boost::bind(&TGameMenu::OnTapDown, boost::ref(Menu), _1));
OnTapDownSignal.disconnect(boost::bind(&TGameCredits::OnTapDown, boost::ref(GameCredits), _1));
OnDrawSignal.disconnect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
OnDrawSignal.disconnect(boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
OnDrawSignal.disconnect(boost::bind(&TGameLevel::Draw, boost::ref(GameLevel)));
OnDrawSignal.disconnect(boost::bind(&TGameCredits::Draw, boost::ref(GameCredits)));
}
void TAndroidApplication::InnerOnTapDown(vec2 p)
{
OnTapDownSignal(vec2(p.v[0], p.v[1]));
}
void TAndroidApplication::InnerOnTapUp(vec2 p)
{
OnTapUpSignal(vec2(p.v[0], p.v[1]));
}
void TAndroidApplication::InnerOnMove(vec2 shift)
{
OnScrollSignal(shift);
}
void TAndroidApplication::OnFling(vec2 v)
{
}
void TAndroidApplication::ApplySignalsToMenu()
{
OnTapUpSignal.connect(boost::bind(&TGameMenu::OnTapUp, boost::ref(Menu), _1));
OnFlingSignal.connect(boost::bind(&TGameMenu::OnFling, boost::ref(Menu), _1));
OnScrollSignal.connect(boost::bind(&TGameMenu::OnScroll, boost::ref(Menu), _1));
OnTapDownSignal.connect(boost::bind(&TGameMenu::OnTapDown, boost::ref(Menu), _1));
}
void TAndroidApplication::DisapplySignalsToMenu()
{
OnTapUpSignal.disconnect(boost::bind(&TGameMenu::OnTapUp, boost::ref(Menu), _1));
OnFlingSignal.disconnect(boost::bind(&TGameMenu::OnFling, boost::ref(Menu), _1));
OnScrollSignal.disconnect(boost::bind(&TGameMenu::OnScroll, boost::ref(Menu), _1));
OnTapDownSignal.disconnect(boost::bind(&TGameMenu::OnTapDown, boost::ref(Menu), _1));
}
void TAndroidApplication::ApplySignalsToGame()
{
OnTapUpSignal.connect(boost::bind(&TGameLevel::OnTapUp, boost::ref(GameLevel), _1));
OnFlingSignal.connect(boost::bind(&TGameLevel::OnFling, boost::ref(GameLevel), _1));
OnScrollSignal.connect(boost::bind(&TGameLevel::OnScroll, boost::ref(GameLevel), _1));
OnTapDownSignal.connect(boost::bind(&TGameLevel::OnTapDown, boost::ref(GameLevel), _1));
}
void TAndroidApplication::DisapplySignalsToGame()
{
OnTapUpSignal.disconnect(boost::bind(&TGameLevel::OnTapUp, boost::ref(GameLevel), _1));
OnFlingSignal.disconnect(boost::bind(&TGameLevel::OnFling, boost::ref(GameLevel), _1));
OnScrollSignal.disconnect(boost::bind(&TGameLevel::OnScroll, boost::ref(GameLevel), _1));
OnTapDownSignal.disconnect(boost::bind(&TGameLevel::OnTapDown, boost::ref(GameLevel), _1));
}
void TAndroidApplication::ApplySignalsToCredits()
{
OnTapDownSignal.connect(boost::bind(&TGameCredits::OnTapDown, boost::ref(GameCredits), _1));
}
void TAndroidApplication::DisapplySignalsToCredits()
{
OnTapDownSignal.disconnect(boost::bind(&TGameCredits::OnTapDown, boost::ref(GameCredits), _1));
}
void TAndroidApplication::LoadResources()
{
TextureNamesToLoad.clear();
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("main_menu_bkg_left.png", "main_menu_bkg_left"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("main_menu_bkg_right.png", "main_menu_bkg_right"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("select_level.png", "select_level"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock1.png", "shutterstock1"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock2.png", "shutterstock2"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock3.png", "shutterstock3"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock4.png", "shutterstock4"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock5.png", "shutterstock5"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock6.png", "shutterstock6"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock7.png", "shutterstock7"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock8.png", "shutterstock8"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock9.png", "shutterstock9"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock10.png", "shutterstock10"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock11.png", "shutterstock11"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock12.png", "shutterstock12"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot1.png", "levelshot1"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot2.png", "levelshot2"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot3.png", "levelshot3"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot4.png", "levelshot4"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot5.png", "levelshot5"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot6.png", "levelshot6"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot7.png", "levelshot7"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot8.png", "levelshot8"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot9.png", "levelshot9"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot10.png", "levelshot10"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot11.png", "levelshot11"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot12.png", "levelshot12"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("game_end.png", "game_end"));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BLOCK_TEXTURE1 + ".png", CONST_BLOCK_TEXTURE1));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BLOCK_TEXTURE2 + ".png", CONST_BLOCK_TEXTURE2));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BLOCK_TEXTURE3 + ".png", CONST_BLOCK_TEXTURE3));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BONUS_GOTHROUGH_TEXTURE + ".png", CONST_BONUS_GOTHROUGH_TEXTURE));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BONUS_MULTIPLIER_TEXTURE + ".png", CONST_BONUS_MULTIPLIER_TEXTURE));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BONUS_FLOOR_TEXTURE + ".png", CONST_BONUS_FLOOR_TEXTURE));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BALL_TEXTURE + ".png", CONST_BALL_TEXTURE));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BALLGLOW_TEXTURE + ".png", CONST_BALLGLOW_TEXTURE));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_WALL_LEFT_TEXTURE + ".png", CONST_WALL_LEFT_TEXTURE));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_WALL_RIGHT_TEXTURE + ".png", CONST_WALL_RIGHT_TEXTURE));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_WALL_UP_TEXTURE + ".png", CONST_WALL_UP_TEXTURE));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_WALL_BONUS_TEXTURE + ".png", CONST_WALL_BONUS_TEXTURE));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_REFLECTOR_TEXTURE + ".png", CONST_REFLECTOR_TEXTURE));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BACK_BTN_TEXTURE + ".png", CONST_BACK_BTN_TEXTURE));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_SLIDE_UP_BTN_TEXTURE + ".png", CONST_SLIDE_UP_BTN_TEXTURE));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_TAP_TO_CONTINUE_BTN_TEXTURE + ".png", CONST_TAP_TO_CONTINUE_BTN_TEXTURE));
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_CREDITS_TEXTURE + ".png", CONST_CREDITS_TEXTURE));
#ifdef TARGET_IOS
ResourceManager->SoundManager.LoadMusicLooped("level1ogg.ogg");
#else
ResourceManager->SoundManager.LoadMusic("level1ogg.ogg");
#endif
ResourceManager->FontManager.AddFont("droid_sans14", "droid_sans14_font_bitmap.png", "droid_sans14_font_charmap.txt");
ResourceManager->FontManager.PushFont("droid_sans14");
TryLoadSavedGame();
}
void TAndroidApplication::TryLoadSavedGame()
{
std::string fileName = GetFilePathUserData("progress.txt");
FILE* file = fopen(fileName.c_str(), "r");
if (file != NULL)
{
char line[100];
char* r;
r = fgets(line, 100, file);
if (r != NULL)
{
Menu.SetMenuItemCount(toint(r));
}
fclose(file);
}
}
void TAndroidApplication::TrySaveGame()
{
std::string fileName = GetFilePathUserData("progress.txt");
std::string s = tostr(Menu.GetMenuItemCount());
FILE* file = fopen(fileName.c_str(), "w");
if (file != NULL)
{
fputs(s.c_str(), file);
fflush(file);
fclose(file);
}
}
void TAndroidApplication::InnerDraw()
{
glDisable(GL_DEPTH_TEST);
OnDrawSignal();
}
void TAndroidApplication::InnerUpdate(cardinal dt)
{
if (GameState == CONST_GAMESTATE_PRELOADING)
{
StateTimer += dt/1000.f;
if (StateTimer >= 1.f)
{
LoadResources();
GameState = CONST_GAMESTATE_LOADING;
StateTimer = 0.f;
}
}
else if (GameState == CONST_GAMESTATE_LOADING)
{
StateTimer += dt/1000.f;
if (StateTimer >= 1.f)
{
StateTimer -= 1.f;
}
if (TextureNamesToLoad.size() != 0)
{
ResourceManager->TexList.AddTexture(TextureNamesToLoad.begin()->first, TextureNamesToLoad.begin()->second);
TextureNamesToLoad.erase(TextureNamesToLoad.begin());
}
else
{
GameState = CONST_GAMESTATE_MENU;
ApplySignalsToMenu();
OnDrawSignal.disconnect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
OnDrawSignal.connect(0, boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
StateTimer = 0.f;
Loaded = true;
}
}
else if (GameState == CONST_GAMESTATE_LEVEL)
{
GameLevel.Update(dt);
}
else if (GameState == CONST_GAMESTATE_MENU)
{
Menu.Update(dt);
}
else if (GameState == CONST_GAMESTATE_FROM_MENU_TO_LEVEL)
{
GameLevel.Update(dt);
if (GameLevel.IsLoaded())
{
GameState = CONST_GAMESTATE_LEVEL;
OnDrawSignal.disconnect(boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
//CONNECT SLOT
DisapplySignalsToMenu();
ApplySignalsToGame();
}
}
else if (GameState == CONST_GAMESTATE_FROM_MENU_TO_CREDITS)
{
Menu.Update(dt);
GameCredits.Update(dt);
StateTimer -= dt;
if (StateTimer <= 0.f)
{
GameState = CONST_GAMESTATE_CREDITS;
OnDrawSignal.disconnect(boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
ApplySignalsToCredits();
StateTimer = 0.f;
}
}
else if (GameState == CONST_GAMESTATE_CREDITS)
{
GameCredits.Update(dt);
}
else if (GameState == CONST_GAMESTATE_FROM_CREDITS_TO_MENU)
{
Menu.Update(dt);
GameCredits.Update(dt);
StateTimer -= dt;
if (StateTimer <= 0.f)
{
GameState = CONST_GAMESTATE_MENU;
StateTimer = 0.f;
ApplySignalsToMenu();
OnDrawSignal.disconnect(boost::bind(&TGameCredits::Draw, boost::ref(GameCredits)));
}
}
}
void TAndroidApplication::GoFromMenuToGame(int level)
{
//#ifndef TARGET_IOS
ResourceManager->SoundManager.PlayMusicLooped("level1ogg.ogg");
//#endif
GameLevel.FillWithFile(ST::PathToResources + "level"+tostr(level+1)+".txt");
GameLevel.SetLoading("shutterstock" + tostr(level+1), "levelshot"+tostr(level+1));
GameState = CONST_GAMESTATE_FROM_MENU_TO_LEVEL;
OnDrawSignal.connect(1, boost::bind(&TGameLevel::Draw, boost::ref(GameLevel)));
DisapplySignalsToMenu();
}
void TAndroidApplication::GoFromGameToMenu()
{
//#ifndef TARGET_IOS
ResourceManager->SoundManager.StopMusic("level1ogg.ogg");
//#endif
TrySaveGame();
DisapplySignalsToGame();
ApplySignalsToMenu();
GameState = CONST_GAMESTATE_MENU;
OnDrawSignal.disconnect(boost::bind(&TGameLevel::Draw, boost::ref(GameLevel)));
}
void TAndroidApplication::GoFromMenuToCredits()
{
GameState = CONST_GAMESTATE_FROM_MENU_TO_CREDITS;
StateTimer = CONST_CREDITS_SHOW_TIME;
GameCredits.StartAppear();
OnDrawSignal.connect(1, boost::bind(&TGameCredits::Draw, boost::ref(GameCredits)));
DisapplySignalsToMenu();
}
void TAndroidApplication::GoFromCreditsToMenu()
{
GameState = CONST_GAMESTATE_FROM_CREDITS_TO_MENU;
StateTimer = CONST_CREDITS_SHOW_TIME;
GameCredits.StartDisappear();
OnDrawSignal.connect(0, boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
DisapplySignalsToCredits();
}
void TAndroidApplication::MarkSetGameLevelPause()
{
OnDrawSignal.connect(0, boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
}
void TAndroidApplication::MarkReleaseGameLevelPause()
{
OnDrawSignal.disconnect(boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
}
void TAndroidApplication::OpenNextLevel()
{
Menu.OpenNextLevel();
}
bool TAndroidApplication::IsLoaded()
{
return Loaded;
}
bool TAndroidApplication::IsInited()
{
return Inited;
}

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@ -1,153 +0,0 @@
#ifndef MAIN_CODE_H_INCLUDED
#define MAIN_CODE_H_INCLUDED
#ifdef TARGET_ANDROID
#include "android_api.h"
#endif
#ifdef TARGET_WIN32
#define NOMINMAX 1
#include <Windows.h>
#undef NOMINMAX
#endif
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include "boost/shared_ptr.hpp"
#include "boost/thread/thread.hpp"
#include "boost/assign.hpp"
#include "boost/bind.hpp"
#include "include/Engine.h"
#include "boost/signal.hpp"//Signal must be included after asio
#include "gamecode.h"
#include "menucode.h"
#include "creditscode.h"
#include "loadingcode.h"
using namespace SE;
extern boost::signal<void (vec2)> OnTapUpSignal;
extern boost::signal<void (vec2)> OnTapDownSignal;
extern boost::signal<void (vec2)> OnFlingSignal;
extern boost::signal<void (vec2)> OnScrollSignal;
extern boost::signal<void ()> OnDrawSignal;
extern const std::string CONST_BLOCK_TEXTURE1;
extern const std::string CONST_BLOCK_TEXTURE2;
extern const std::string CONST_BLOCK_TEXTURE3;
extern const std::string CONST_BONUS_GOTHROUGH_TEXTURE;
extern const std::string CONST_BONUS_MULTIPLIER_TEXTURE;
extern const std::string CONST_BONUS_FLOOR_TEXTURE;
extern const std::string CONST_BALL_TEXTURE;
extern const std::string CONST_BALLGLOW_TEXTURE;
extern const std::string CONST_WALL_LEFT_TEXTURE;
extern const std::string CONST_WALL_RIGHT_TEXTURE;
extern const std::string CONST_WALL_UP_TEXTURE;
extern const std::string CONST_WALL_BONUS_TEXTURE;
extern const std::string CONST_REFLECTOR_TEXTURE;
extern const std::string CONST_BACK_BTN_TEXTURE;
extern const std::string CONST_SLIDE_UP_BTN_TEXTURE;
extern const std::string CONST_TAP_TO_CONTINUE_BTN_TEXTURE;
extern const std::string CONST_BACK_BTN_TEXTURE;
extern const std::string CONST_SLIDE_UP_BTN_TEXTURE;
extern const std::string CONST_TAP_TO_CONTINUE_BTN_TEXTURE;
extern const std::string CONST_LOADING_TEXTURE;
extern const std::string CONST_LOGO_SMALL_TEXTURE;
extern const std::string CONST_CREDITS_TEXTURE;
const int CONST_GAMESTATE_LEVEL = 1;
const int CONST_GAMESTATE_MENU = 0;
const int CONST_GAMESTATE_FROM_MENU_TO_LEVEL = 2;
const int CONST_GAMESTATE_FROM_MENU_TO_CREDITS = 3;
const int CONST_GAMESTATE_CREDITS = 4;
const int CONST_GAMESTATE_FROM_CREDITS_TO_MENU = 5;
const int CONST_GAMESTATE_LOADING = 6;
const int CONST_GAMESTATE_PRELOADING = 7;
class TAndroidApplication : public TApplication
{
protected:
TGameMenu Menu;
TGameLevel GameLevel;
TGameCredits GameCredits;
TGameLoading GameLoading;
int GameState;
float StateTimer;
void TryLoadSavedGame();
void TrySaveGame();
bool Inited;
std::vector<std::pair<std::string, std::string> > TextureNamesToLoad;
void ApplySignalsToMenu();
void DisapplySignalsToMenu();
void ApplySignalsToGame();
void DisapplySignalsToGame();
void ApplySignalsToCredits();
void DisapplySignalsToCredits();
public:
bool Loaded;
TAndroidApplication() : TApplication(), Loaded(false), Inited(false) { }
virtual void InnerInit();
virtual void InnerDeinit();
virtual void InnerDraw();
virtual void InnerUpdate(cardinal dt);
void GoFromMenuToGame(int level);
void GoFromGameToMenu();
void GoFromMenuToCredits();
void GoFromCreditsToMenu();
void MarkSetGameLevelPause();
void MarkReleaseGameLevelPause();
void OpenNextLevel();
bool IsLoaded();
bool IsInited();
void LoadResources();
virtual void InnerOnTapDown(vec2 p);
virtual void InnerOnTapUp(vec2 p);
virtual void InnerOnMove(vec2 shift);
virtual void OnFling(vec2 v);
};
extern TAndroidApplication* Application;
#endif

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@ -1,207 +0,0 @@
#include "menucode.h"
#include "main_code.h"
const float CONST_SPEED_NEG_ACCELERATION_K = 0.03f;
const float CONST_MENU_POS_K = 0.25f;
const float CONST_MENU_WINDOW_DISTANCE = 240.f + 40.f;
const float CONST_SHIFT_ON_SIDE = 0.f;
TGameMenu::TGameMenu()
: MenuSpeed(0)
, MenuPos(0)
, HoldToTap(false)
, MenuItemCount(1)
, SelectedGame(-1)
{
}
void TGameMenu::Draw()
{
CheckGlError("Draw TGameMenu");
RenderUniform1i("sel", 0);
RenderUniform1f("Transparency", 1.f);
float bkgShift = MenuPos*0.1f - 100.f;
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["main_menu_bkg_left"]);
Renderer->DrawRect(vec2(bkgShift,0.f), vec2(480.f+bkgShift,320.f));
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["main_menu_bkg_right"]);
Renderer->DrawRect(vec2(480.f+bkgShift,0.f), vec2(960.f+bkgShift,320.f));
if (SelectedGame == 0)
{
RenderUniform1i("sel", 1);
}
else
{
RenderUniform1i("sel", 0);
}
for (int i=0; i<MenuItemCount; i++)
{
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["levelshot"+tostr(i+1)]);
Renderer->DrawRect(vec2(160.f+MenuPos+CONST_MENU_WINDOW_DISTANCE*i,80.f), vec2(160.f+240.f+MenuPos+CONST_MENU_WINDOW_DISTANCE*i, 240.f));
}
if (MenuItemCount == 12)
{
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["game_end"]);
Renderer->DrawRect(vec2(160.f+MenuPos+CONST_MENU_WINDOW_DISTANCE*12,160.f - 64.f), vec2(160.f+256.f+MenuPos+CONST_MENU_WINDOW_DISTANCE*12, 160.f + 64.f));
}
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["select_level"]);
Renderer->DrawRect(vec2(240.f-128.f, 241.f), vec2(240.f+128.f, 305.f));
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["logo_small"]);
Renderer->DrawRect(vec2(240.f-128.f+15.f, 0.f), vec2(240.f+128.f+15.f, 64.f));
CheckGlError("Draw TGameMenu 2");
}
void TGameMenu::Update(cardinal dt)
{
if (HoldToTap)
return;
float k;
MenuPos = MenuPos + MenuSpeed*dt/1000.f;
int menuItemToShowCount;
if (MenuItemCount == 12)
{
menuItemToShowCount = 13;
}
else
{
menuItemToShowCount = MenuItemCount;
}
float acc;
if (MenuItemCount == 1)
{
k = 3;
}
else
{
k = fabs( - MenuPos - ((menuItemToShowCount-1)*CONST_MENU_WINDOW_DISTANCE*0.5f)) / ((MenuItemCount-1)*CONST_MENU_WINDOW_DISTANCE*0.5f);
}
acc = -MenuSpeed * CONST_SPEED_NEG_ACCELERATION_K * k;
float xleft = (- MenuPos + CONST_SHIFT_ON_SIDE - (menuItemToShowCount-1)*CONST_MENU_WINDOW_DISTANCE);
if (xleft < 0)
{
xleft = 0;
}
acc += xleft*CONST_MENU_POS_K;
float xright = (MenuPos - CONST_SHIFT_ON_SIDE);
if (xright < 0)
{
xright = 0;
}
acc -= xright*CONST_MENU_POS_K;
if ((MenuSpeed + acc*dt) * MenuSpeed < 0) //Check if MenuSpeed changes direction
{
MenuSpeed = 0;
}
else
{
MenuSpeed += acc*dt;
}
}
void TGameMenu::OnTapDown(vec2 pos)
{
if (pos.v[1]<64.f && pos.v[0]>=265.f-128.f && pos.v[0]<=265.f+128.f)
{
Application->GoFromMenuToCredits();
return;
}
vec2 realPos = pos - vec2(MenuPos, 0);
if (realPos.v[1] >= 80.f && realPos.v[1] <= 240.f)
{
float x = realPos.v[0] - 160.f;
int p = 0;
while (x >280.f)
{
x -= 280.f;
p++;
}
if (x <= 240.f && x >= 0.f && (p<MenuItemCount))
{
SelectedGame = p;
return;
}
}
SelectedGame = -1;
}
void TGameMenu::OnTapUp(vec2 pos)
{
HoldToTap = false;
if (SelectedGame != -1)
{
MenuPos = -CONST_MENU_WINDOW_DISTANCE*SelectedGame-40.f;
Application->GoFromMenuToGame(SelectedGame);
SelectedGame = -1;
}
}
void TGameMenu::OnFling(vec2 slideSpeed)
{
HoldToTap = false;
MenuSpeed = slideSpeed.v[0];
}
void TGameMenu::OnScroll(vec2 shift)
{
MenuPos = MenuPos - shift.v[0];
}
void TGameMenu::OpenNextLevel()
{
if (MenuItemCount < 12)
{
MenuItemCount++;
}
}
int TGameMenu::GetMenuItemCount()
{
return MenuItemCount;
}
void TGameMenu::SetMenuItemCount(int menuItemCount)
{
MenuItemCount = menuItemCount;
}

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#ifndef MENUCODE_H_INCLUDED
#define MENUCODE_H_INCLUDED
#include "include/Engine.h"
#include "game_area_interface.h"
using namespace SE;
class TGameMenu : public TGameAreaAncestor
{
protected:
float MenuSpeed;
float MenuPos;
bool HoldToTap;
int MenuItemCount;
int SelectedGame;
public:
TGameMenu();
virtual void Draw();
virtual void Update(cardinal dt);
virtual void OnTapDown(vec2 pos);
virtual void OnTapUp(vec2 pos);
virtual void OnFling(vec2 slideSpeed);
virtual void OnScroll(vec2 shift);
void OpenNextLevel();
int GetMenuItemCount();
void SetMenuItemCount(int menuItemCount);
};
#endif

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proj.ios/.DS_Store vendored

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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleIdentifier</key>
<string>com.apple.xcode.dsym.fishrungames.template</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundlePackageType</key>
<string>dSYM</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundleVersion</key>
<string>1.0</string>
</dict>
</plist>

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precision mediump float;
uniform sampler2D Texture;
uniform float Transparency;
uniform vec4 BrickColor;
varying vec2 texCoord;
void main()
{
vec4 color = BrickColor * texture2D(Texture,texCoord).rgba;
gl_FragColor = vec4(color.rgb, color.a * Transparency);
}

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attribute vec3 vPosition;
attribute vec2 vTexCoord;
varying vec2 texCoord;
uniform mat4 ProjectionMatrix;
void main()
{
//480x320
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
}

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precision mediump float;
uniform sampler2D Texture;
uniform float Brightness;
varying vec2 texCoord;
void main()
{
vec3 color = texture2D(Texture,texCoord).rgb;
gl_FragColor = vec4(color * Brightness, 1.0);
}

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attribute vec3 vPosition;
attribute vec2 vTexCoord;
varying vec2 texCoord;
uniform mat4 ProjectionMatrix;
void main()
{
//480x320
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
}

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