Mercurial > hg > Game > Cerium
view Renderer/Test/vacuum.h @ 766:3541fe06be2b draft
add spe/univers_move
author | hiroki@henri.cr.ie.u-ryukyu.ac.jp |
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date | Sat, 13 Feb 2010 17:33:38 +0900 |
parents | 18d31d18a6b2 |
children |
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#ifndef VACUUM_H #define VACUUM_H #include <math.h> #include <stdlib.h> #include "SceneGraphRoot.h" #include "Application.h" #include "MainLoop.h" class vacuum : public Application { MainLoopPtr init(Viewer *viewer, int screen_w, int screen_h); }; extern void cube_move_left(SceneGraphPtr node, void *sgroot_, int screen_w, int screen_h); extern void cube_move_right(SceneGraphPtr node, void *sgroot_, int screen_w, int screen_h); extern void no_move_idle(SceneGraphPtr node, void *sgroot_, int screen_w, int screen_h); extern void cube_collision_idle(SceneGraphPtr node, void *sgroot_, int screen_w, int screen_h,SceneGraphPtr tree); extern void cube_collision(SceneGraphPtr node, void *sgroot_, int screen_w, int screen_h,SceneGraphPtr tree); extern void cube_split(SceneGraphPtr root,SceneGraphPtr tree, SceneGraphRoot *sgroot); extern void vacuum_move(SceneGraphPtr node, void *sgroot_, int w, int h); extern void vacuum_coll(SceneGraphPtr node, void *sgroot_, int w, int h,SceneGraphPtr tree); extern void title_idle(SceneGraphPtr node, void *sgroot_, int screen_w, int screen_h); extern void title_collision(SceneGraphPtr node, void *sgroot_, int screen_w, int screen_h,SceneGraphPtr tree); extern void scene_change(int w,int h,SceneGraphPtr node); extern void gameover_idle(SceneGraphPtr node, void *sgroot_, int screen_w, int screen_h); extern void gameover_collision(SceneGraphPtr node, void *sgroot_, int screen_w, int screen_h,SceneGraphPtr tree); extern void collision_red(SceneGraphIteratorPtr it,SceneGraphPtr node); extern void collision_purple(SceneGraphIteratorPtr it,SceneGraphPtr node,int w,int h, SceneGraphRoot *sgroot); extern void gameover_scene(int w,int h, SceneGraphPtr node, SceneGraphRoot *sgroot); extern void add_cubecollision_object(int id,SceneGraphPtr root,int w,int h, SceneGraphRoot *sgroot); extern void lock_attack(SceneGraphPtr node, SceneGraphIteratorPtr it, SceneGraphRoot *sgroot); extern void lockon_collision(SceneGraphPtr node, void *sgroot_, int w,int h,SceneGraphPtr tree); extern void cube_rotate(SceneGraphPtr node,int w,int h); #endif