Mercurial > hg > Game > Cerium
annotate Renderer/Test/collision_effect.cc @ 2069:26aa08c9a1de draft default tip
cuda example fix
author | Shinji KONO <kono@ie.u-ryukyu.ac.jp> |
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date | Sun, 12 Feb 2017 10:04:55 +0900 |
parents | 5f12d99e95ac |
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rev | line source |
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1 #include <math.h> |
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2 #include <stdlib.h> |
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3 #include "SceneGraphRoot.h" |
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4 #include "MainLoop.h" |
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5 #include "collision_effect.h" |
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6 |
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7 |
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8 // prototype |
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9 static void ball_move(SceneGraphPtr node, void *sgroot_, int screen_w, int screen_h); |
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10 static void ball_collision(SceneGraphPtr node, void *sgroot_, int screen_w, int screen_h, SceneGraphPtr tree); |
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11 static void jump_move(SceneGraphPtr node, void *sgroot_, int screen_w, int screen_h); |
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12 static void fall_move(SceneGraphPtr node, void *sgroot_, int screen_w, int screen_h); |
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13 static void effect_move(SceneGraphPtr node, void *sgroot_, int screen_w, int screen_h); |
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14 static const float ball_radius = 88.0f; |
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15 static const float target_radius = 88.0f; |
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16 static int targetID;//targetのオブジェクトのIDを保存 |
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17 /* |
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18 * 変数stat でボールの状態を表す。 |
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19 * 0:地上 |
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20 * 1:ジャンプ |
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21 * 2:左方向へジャンプ |
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22 * 3:右方向へジャンプ |
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23 */ |
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24 static int stat; |
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25 |
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26 static void |
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27 ball_move(SceneGraphPtr node, void *sgroot_, int screen_w, int screen_h) |
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28 { |
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29 SceneGraphRoot *sgroot = (SceneGraphRoot *)sgroot_; |
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30 Pad *pad = sgroot->getController(); |
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31 const float player_speed = 24.0f; |
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32 |
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33 |
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34 if ( pad->up.isPush() || pad->up.isHold()) { |
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35 if ( pad->left.isPush() || pad->left.isHold() ){ |
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36 stat = 2; |
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37 }else if ( pad->right.isPush() || pad->right.isHold() ){ |
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38 stat = 3; |
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39 } |
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40 node->set_move_collision(jump_move,ball_collision); |
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41 } |
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42 if ( pad->left.isPush() || pad->left.isHold() ) { |
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43 node->xyz[0] -= player_speed; |
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44 }else if ( pad->right.isPush() || pad->right.isHold() ) { |
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45 node->xyz[0] += player_speed; |
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46 }else if ( pad->down.isPush() || pad->down.isHold() ) { |
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47 // node->xyz[1] += player_speed; |
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48 } |
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49 |
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50 } |
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51 |
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52 static void |
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53 jump_move(SceneGraphPtr node, void *sgroot_, int screen_w, int screen_h) |
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54 { |
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55 float vy = 0.0f; |
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56 const float g = 9.8f; |
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57 const float player_speed = 30.0f; |
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58 float dt = 2.0f;//frame rate |
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59 |
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60 if ( stat == 2 ){ |
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61 node->xyz[0] -= player_speed; |
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62 }else if ( stat == 3 ){ |
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63 node->xyz[0] += player_speed; |
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64 } |
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65 |
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66 vy += g * dt; |
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67 node->xyz[1] -= vy * dt; |
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68 |
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69 if ( node->xyz[1] < 0 ){ |
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70 node->set_move_collision(fall_move,ball_collision); |
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71 } |
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72 |
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73 } |
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74 |
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75 |
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76 static void fall_move(SceneGraphPtr node, void *sgroot_, int screen_w, int screen_h) |
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77 { |
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78 float vy = 0.0f; |
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79 const float g = -9.8f; |
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80 const float dt = 2.0f;//frame rate |
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81 const float player_speed = 30.0f; |
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82 |
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83 if ( stat == 2 ){ |
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84 node->xyz[0] -= player_speed; |
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85 }else if ( stat == 3 ){ |
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86 node->xyz[0] += player_speed; |
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87 } |
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88 vy += g * dt; |
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89 node->xyz[1] -= vy * dt; |
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90 if (node->xyz[1] >= screen_h/2){ |
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91 node->xyz[1] = screen_h/2; |
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92 node->set_move_collision(ball_move,ball_collision); |
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93 } |
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94 } |
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95 |
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96 static void |
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97 effect_move(SceneGraphPtr node, void *sgroot_, int screen_w, int screen_h) |
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98 { |
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99 node->remove(); |
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100 } |
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101 |
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102 |
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103 static void |
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104 ball_collision(SceneGraphPtr node, void *sgroot_, int screen_w, int screen_h, |
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105 SceneGraphPtr tree) |
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106 { |
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107 SceneGraphRoot *sgroot = (SceneGraphRoot *)sgroot_; |
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108 SceneGraphIteratorPtr it = sgroot->getIterator(tree); |
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109 |
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110 float x_distance,y_distance,distance; |
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111 |
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112 float target_speed = 48.0f; |
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113 |
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114 |
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115 //IDが"target"のSceneGraphまですすめる |
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116 it->next(targetID); |
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117 |
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118 //targetのシーングラフを取得 |
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119 SceneGraphPtr target = it->get(); |
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120 x_distance = node->xyz[0] - target->xyz[0]; |
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121 y_distance = node->xyz[1] - target->xyz[1]; |
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122 |
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123 //二点間の距離を求める |
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124 distance = hypotf(x_distance,y_distance); |
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125 |
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126 //二点間の距離が2つの半径の合計以下なら、衝突 |
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127 if(distance <= (ball_radius + target_radius)){ |
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128 |
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129 |
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130 /* |
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131 * 交点でエフェクト発生 |
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132 * 接点の座標を(x,y)としたとき、 |
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133 * (x - target->xyz[0]) : (x_distance) = target_radius : distance |
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134 * (x - target->xyz[0]) = (target_radius / distance)*(x_distance) |
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135 * 同様に、 |
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136 * (y - target->xyz[1]) = (target_radius / distance)*(y_distance) |
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137 */ |
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138 |
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139 float rate = target_radius / distance; |
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140 float x = rate * x_distance + target->xyz[0]; |
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141 float y = rate * y_distance + target->xyz[1]; |
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142 |
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143 SceneGraphPtr effect = sgroot->createSceneGraph("BLAST3"); |
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144 effect->set_move_collision(effect_move); |
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145 node->addBrother(effect); |
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146 |
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147 //点(x,y)にエフェクト |
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148 effect->xyz[0] = x; |
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149 effect->xyz[1] = y; |
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150 effect->xyz[3] = -30.0f; |
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151 |
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152 if (node->xyz[1] > target->xyz[1]){ |
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153 //上からぶつかられた場合はのけぞりを大きく |
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154 target_speed += ball_radius; |
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155 } |
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156 |
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157 if ( node->xyz[0] > target->xyz[0] ){ |
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158 //右からぶつかられた場合 |
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159 target->xyz[0] -= target_speed; |
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160 } else{ |
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161 //左からぶつかられた場合 |
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162 target->xyz[0] += target_speed; |
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163 } |
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164 } |
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165 } |
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166 |
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167 MainLoopPtr |
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168 collision_effect::init(Viewer *sgroot, int screen_w, int screen_h) |
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169 { |
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170 sgroot->OnLightSysSwitch(); |
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171 |
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172 //ライト設置 |
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173 SceneGraphPtr light = sgroot->getLight(0); |
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174 sgroot->OnLightSwitch(0); |
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175 light->xyz[0] = screen_w / 2; |
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176 light->xyz[1] = screen_h / 2; |
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177 light->xyz[2] = -100; |
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178 |
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179 SceneGraphPtr root = sgroot->createSceneGraph(); |
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180 |
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181 //effectのシーングラフ作成 |
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182 sgroot->createFromXMLfile("xml_file/blast.xml"); |
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183 |
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184 //ボールのシーングラフ作成 |
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185 SceneGraphPtr ball; |
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186 sgroot->createFromXMLfile("xml_file/ball.xml"); |
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187 ball = sgroot->createSceneGraph("Ball"); |
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188 |
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189 |
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190 // ball_moveは最初、絶対地上にいるのでstatを0(地上判定)に更新 |
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191 stat = 0; |
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192 |
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193 //初期化 |
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194 ball->xyz[0] = screen_w; |
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195 ball->xyz[1] = screen_h/2; |
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196 ball->xyz[2] = 60.0f; |
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197 |
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198 //rootの子に追加 |
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199 root->addChild(ball); |
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200 |
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201 |
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202 //targetのシーングラフ作成 |
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203 SceneGraphPtr target = sgroot->createSceneGraph("Ball"); |
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204 //IDの登録 |
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205 targetID = target->sgid; |
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206 |
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207 target->xyz[0] = screen_w/2; |
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208 target->xyz[1] = screen_h/2; |
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209 target->xyz[2] = 60.f; |
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210 |
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211 |
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212 //ボールの動きと当たり判定をセット |
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213 ball->set_move_collision(ball_move, ball_collision); |
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214 |
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215 root->addChild(target); |
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216 |
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217 sgroot->setSceneData(root); |
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218 return sgroot; |
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219 } |
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220 |
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221 extern Application * |
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222 application() { |
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223 return new collision_effect(); |
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224 } |
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225 |
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226 const char *usr_help_str = "Usage: ./test_nogl [OPTION]\n"; |
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227 |
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228 extern int init(TaskManager *manager, int argc, char *argv[]); |
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229 extern void task_initialize(); |
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230 static void TMend(TaskManager *manager); |
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231 |
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232 int |
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233 TMmain(TaskManager *manager, int argc, char *argv[]) |
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234 { |
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235 task_initialize(); |
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236 manager->set_TMend(TMend); |
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237 return init(manager, argc, argv); |
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238 |
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239 } |
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240 |
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241 void |
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242 TMend(TaskManager *manager) |
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243 { |
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244 printf("test_nogl end\n"); |
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245 } |
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246 |
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247 /* end */ |