annotate Renderer/Test/vacuum.h @ 540:4c5264373c51 draft

reorganization
author Shinji KONO <kono@ie.u-ryukyu.ac.jp>
date Mon, 12 Oct 2009 09:43:07 +0900
parents Renderer/Application/vacuum.h@3bc98f6d31ff
children 764772be1e3c
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Shinji KONO <kono@ie.u-ryukyu.ac.jp>
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1 #ifndef VACUUM_H
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2 #define VACUUM_H
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3
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4 #include "SGList.h"
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5 #include "SceneGraphRoot.h"
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6
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7 void cube_move_left(SceneGraphPtr node, int screen_w, int screen_h);
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8 void cube_move_right(SceneGraphPtr node, int screen_w, int screen_h);
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9 void no_move_idle(SceneGraphPtr node, int screen_w, int screen_h);
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10 void cube_collision_idle(SceneGraphPtr node, int screen_w, int screen_h,SceneGraphPtr tree);
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11 void cube_collision(SceneGraphPtr node, int screen_w, int screen_h,SceneGraphPtr tree);
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12 void cube_split(SceneGraphPtr root,SceneGraphPtr tree);
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13 void vacuum_move(SceneGraphPtr node, int w, int h);
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14 void vacuum_coll(SceneGraphPtr node, int w, int h,SceneGraphPtr tree);
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15 void title_idle(SceneGraphPtr node, int screen_w, int screen_h);
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16 void title_collision(SceneGraphPtr node, int screen_w, int screen_h,SceneGraphPtr tree);
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17 void scene_change(int w,int h,SceneGraphPtr node);
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18 void gameover_idle(SceneGraphPtr node, int screen_w, int screen_h);
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19 void gameover_collision(SceneGraphPtr node, int screen_w, int screen_h,SceneGraphPtr tree);
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20 void collision_red(SceneGraphIteratorPtr it,SceneGraphPtr node);
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21 void collision_purple(SceneGraphIteratorPtr it,SceneGraphPtr node,int w,int h);
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22 void gameover_scene(int w,int h, SceneGraphPtr node);
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23 void add_cubecollision_object(int id,SceneGraphPtr root,int w,int h);
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24 void lock_attack(SceneGraphPtr node,SceneGraphIteratorPtr it);
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25 void lockon_collision(SceneGraphPtr node,int w,int h,SceneGraphPtr tree);
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26 void cube_rotate(SceneGraphPtr node,int w,int h);
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27
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28 #endif