Mercurial > hg > Members > kono > Cerium
view Renderer/Test/vacuum.h @ 508:f6daf964f483
reorganization
author | Shinji KONO <kono@ie.u-ryukyu.ac.jp> |
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date | Mon, 12 Oct 2009 09:43:07 +0900 |
parents | Renderer/Application/vacuum.h@735f76483bb2 |
children | ec72b601b71f |
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#ifndef VACUUM_H #define VACUUM_H #include "SGList.h" #include "SceneGraphRoot.h" void cube_move_left(SceneGraphPtr node, int screen_w, int screen_h); void cube_move_right(SceneGraphPtr node, int screen_w, int screen_h); void no_move_idle(SceneGraphPtr node, int screen_w, int screen_h); void cube_collision_idle(SceneGraphPtr node, int screen_w, int screen_h,SceneGraphPtr tree); void cube_collision(SceneGraphPtr node, int screen_w, int screen_h,SceneGraphPtr tree); void cube_split(SceneGraphPtr root,SceneGraphPtr tree); void vacuum_move(SceneGraphPtr node, int w, int h); void vacuum_coll(SceneGraphPtr node, int w, int h,SceneGraphPtr tree); void title_idle(SceneGraphPtr node, int screen_w, int screen_h); void title_collision(SceneGraphPtr node, int screen_w, int screen_h,SceneGraphPtr tree); void scene_change(int w,int h,SceneGraphPtr node); void gameover_idle(SceneGraphPtr node, int screen_w, int screen_h); void gameover_collision(SceneGraphPtr node, int screen_w, int screen_h,SceneGraphPtr tree); void collision_red(SceneGraphIteratorPtr it,SceneGraphPtr node); void collision_purple(SceneGraphIteratorPtr it,SceneGraphPtr node,int w,int h); void gameover_scene(int w,int h, SceneGraphPtr node); void add_cubecollision_object(int id,SceneGraphPtr root,int w,int h); void lock_attack(SceneGraphPtr node,SceneGraphIteratorPtr it); void lockon_collision(SceneGraphPtr node,int w,int h,SceneGraphPtr tree); void cube_rotate(SceneGraphPtr node,int w,int h); #endif