2 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
24 #include <dali/dali.h>
25 #include <dali-toolkit/dali-toolkit.h>
26 #include "shared/view.h"
29 using namespace Dali::Toolkit;
30 using namespace DemoHelper;
34 const char* BACKGROUND_IMAGE( DALI_IMAGE_DIR "background-blocks.jpg" );
35 const char* TOOLBAR_IMAGE( DALI_IMAGE_DIR "top-bar.png" );
36 const char* APPLICATION_TITLE( "DALi Blocks" );
37 const char* BALL_IMAGE = DALI_IMAGE_DIR "blocks-ball.png";
38 const char* PADDLE_IMAGE = DALI_IMAGE_DIR "blocks-paddle.png";
39 const char* PADDLE_HANDLE_IMAGE = DALI_IMAGE_DIR "blocks-paddle-handle.png";
41 const char* BRICK_IMAGE_PATH[] = { DALI_IMAGE_DIR "blocks-brick-1.png",
42 DALI_IMAGE_DIR "blocks-brick-2.png",
43 DALI_IMAGE_DIR "blocks-brick-3.png",
44 DALI_IMAGE_DIR "blocks-brick-4.png" };
46 const int TOTAL_BRICKS(4); ///< Total bricks in game.
47 const Vector3 ICON_SIZE(100.0f, 100.0f, 0.0f);
49 const float SCREEN_MARGIN = 10.0f; ///< Margin indentation around screen
50 const Vector3 MENU_BUTTON_SIZE = Vector3(0.15f, 0.05f, 1.0f); ///< Standard Menu Buttons.
52 const float MAX_ANIMATION_DURATION = 60.0f; ///< 60 seconds animations. Long enough for ball to hit an obstacle.
53 const float BALL_VELOCITY = 300.0f; ///< Ball velocity in pixels/second.
54 const float MAX_VELOCITY = 500.0f; ///< Max. velocity in pixels/second.
55 const Vector3 PADDLE_COLLISION_MARGIN(0.0f, 0.0f, 0.0f); ///< Collision margin for ball-paddle detection.
56 const Vector3 BRICK_COLLISION_MARGIN(0.0f, 0.0f, 0.0f); ///< Collision margin for ball-brick detection.
57 const Vector3 INITIAL_BALL_DIRECTION(1.0f, 1.0f, 0.0f); ///< Initial ball direction.
59 const std::string WOBBLE_PROPERTY_NAME("wobble-property"); ///< Wobble property name.
60 const std::string COLLISION_PROPERTY_NAME("collision-property"); ///< Collision property name.
62 const Vector2 BRICK_SIZE(0.1f, 0.05f ); ///< Brick size relative to width of stage.
63 const Vector2 BALL_SIZE( 0.05f, 0.05f ); ///< Ball size relative to width of stage.
64 const Vector2 PADDLE_SIZE( 0.2f, 0.05f ); ///< Paddle size relative to width of stage.
65 const Vector2 PADDLE_HANDLE_SIZE( 0.3f, 0.3f ); ///< Paddle handle size relative to width of stage.
66 const Vector2 BALL_START_POSITION(0.5f, 0.8f); ///< Ball start position relative to stage size.
67 const Vector2 PADDLE_START_POSITION(0.5f, 0.9f); ///< Paddler start position relative to stage size.
68 const Vector2 PADDLE_HIT_MARGIN( 0.1, 0.15f ); ///< Extra hit Area for Paddle when touching.
70 const int TOTAL_LIVES(3); ///< Total lives in game before it's game over!
71 const int TOTAL_LEVELS(3); ///< 3 Levels total, then repeats.
73 // constraints ////////////////////////////////////////////////////////////////
76 * CollisionCircleRectangleConstraint generates a collision vector
77 * between two actors a (circle) and b (rectangle)
79 struct CollisionCircleRectangleConstraint
82 * Collision Constraint constructor
83 * The adjust (optional) parameter can be used to add a margin
84 * to the actors. A +ve size will result in larger collisions,
85 * while a -ve size will result in tighter collisions.
87 * @param[in] adjustPosition (optional) Adjusts the position offset of detection
88 * @param[in] adjustSize (optional) Adjusts the rectangular size of detection
90 CollisionCircleRectangleConstraint(Vector3 adjustPosition = Vector3::ZERO,
91 Vector3 adjustSize = Vector3::ZERO)
92 : mAdjustPosition(adjustPosition),
93 mAdjustSize(adjustSize)
98 * Generates collision vector indicating whether Actor's A and B
99 * have overlapped eachother, and the relative position of Actor B to A.
101 * @param[in,out] current The current collision-property
102 * @param[in] inputs Contains:
103 * Actor A's Position property.
104 * Actor B's Position property.
105 * Actor A's Size property.
106 * Actor B's Size property.
107 * @return The collision vector is returned.
109 void operator()( Vector3& current, const PropertyInputContainer& inputs )
111 const Vector3& a = inputs[0]->GetVector3();
112 const Vector3 b = inputs[1]->GetVector3() + mAdjustPosition;
113 const Vector3& sizeA = inputs[2]->GetVector3();
114 const Vector3& sizeB = inputs[3]->GetVector3();
115 const Vector3 sizeA2 = sizeA * 0.5f; // circle radius
116 const Vector3 sizeB2 = (sizeB + mAdjustSize) * 0.5f; // rectangle half rectangle.
118 // get collision relative to a (rectangle).
119 Vector3 delta = a - b;
121 // reduce rectangle to 0.
122 if (delta.x > sizeB2.x)
126 else if (delta.x < -sizeB2.x)
135 if (delta.y > sizeB2.y)
139 else if (delta.y < -sizeB2.y)
148 // now calculate collision vector vs origin. (assume A is a circle, not ellipse)
149 if(delta.Length() < sizeA2.x)
156 current = Vector3::ZERO;
160 const Vector3 mAdjustPosition; ///< Position Adjustment value
161 const Vector3 mAdjustSize; ///< Size Adjustment value
165 * WobbleConstraint generates a decaying sinusoidial rotation.
166 * The result when applied to an Actor, is the Actor rotating left/right
167 * initially a large amount (deviation degrees, when wobble property is 0.0f)
168 * then eventually coming to a stop (once wobble property reaches 1.0f)
170 struct WobbleConstraint
173 * Wobble Constraint constructor
174 * Generates a sinusoidial rotation that starts with
175 * high amplitude (deviation), and then decays to zero over input 0.0f to 1.0f
177 * @param[in] deviation The max. deviation of wobble effect in degrees.
179 WobbleConstraint( Degree deviation )
180 : mDeviation( deviation )
186 * @param[in,out] current The current rotation property
187 * @param[in] inputs Contains the wobble property (value from 0.0f to 1.0f)
188 * @return The rotation (quaternion) is generated.
190 void operator()( Quaternion& current, const PropertyInputContainer& inputs )
192 const float& wobble = inputs[0]->GetFloat();
194 float f = sinf(wobble * 10.0f) * (1.0f-wobble);
196 current = Quaternion(mDeviation * f, Vector3::ZAXIS);
199 Radian mDeviation; ///< Deviation factor in radians.
202 } // unnamed namespace
205 * This example shows how to use PropertyNotifications
207 class ExampleController : public ConnectionTracker
213 * @param application Application class, stored as reference
215 ExampleController( Application& application )
216 : mApplication( application ),
219 // Connect to the Application's Init and orientation changed signal
220 mApplication.InitSignal().Connect(this, &ExampleController::Create);
224 * This method gets called once the main loop of application is up and running
225 * @param[in] application Reference to the application instance
227 void Create(Application& application)
229 DemoHelper::RequestThemeChange();
231 Stage::GetCurrent().KeyEventSignal().Connect(this, &ExampleController::OnKeyEvent);
233 // Creates a default view with a default tool bar.
234 // The view is added to the stage.
235 Toolkit::ToolBar toolBar;
236 mContentLayer = DemoHelper::CreateView( application,
243 // Add an extra space on the right to center the title text.
244 toolBar.AddControl( Actor::New(), DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalRight );
246 // Create the content layer, which is where game actors appear.
253 * Adds a new layer to the stage, containing game actors.
255 void AddContentLayer()
257 Stage stage = Stage::GetCurrent();
258 const Vector3 stageSize(stage.GetSize());
261 mBallStartPosition = stageSize * Vector3( BALL_START_POSITION );
262 mBall = CreateImage(BALL_IMAGE);
263 mBall.SetPosition( mBallStartPosition );
264 mBall.SetSize( BALL_SIZE * stageSize.width );
265 mContentLayer.Add(mBall);
266 mBallVelocity = Vector3::ZERO;
269 mPaddleHitMargin = Vector2(stageSize) * PADDLE_HIT_MARGIN;
270 mPaddle = Actor::New();
271 mPaddleHandle = CreateImage(PADDLE_HANDLE_IMAGE);
272 mPaddleImage = CreateImage(PADDLE_IMAGE);
273 mPaddle.Add( mPaddleHandle );
274 mPaddle.Add( mPaddleImage );
275 mPaddleHandle.SetParentOrigin( ParentOrigin::TOP_CENTER );
276 mPaddleHandle.SetAnchorPoint( AnchorPoint::TOP_CENTER );
277 mPaddleHandle.SetPosition( 0.0f, stageSize.width * 0.0125f );
278 mPaddleImage.SetParentOrigin( ParentOrigin::TOP_CENTER );
279 mPaddleImage.SetAnchorPoint( AnchorPoint::TOP_CENTER );
280 mPaddle.SetParentOrigin( ParentOrigin::TOP_LEFT );
281 mPaddle.SetAnchorPoint( AnchorPoint::CENTER );
282 mPaddleFullSize = PADDLE_SIZE * stageSize.width;
283 mPaddle.SetSize( mPaddleFullSize + mPaddleHitMargin );
284 mPaddleHandle.SetSize( PADDLE_HANDLE_SIZE * stageSize.width );
285 mPaddleImage.SetSize( mPaddleFullSize );
287 mWobbleProperty = mPaddle.RegisterProperty(WOBBLE_PROPERTY_NAME, 0.0f);
288 Constraint wobbleConstraint = Constraint::New<Quaternion>( mPaddle, Actor::Property::ORIENTATION, WobbleConstraint(Degree( 10.0f )));
289 wobbleConstraint.AddSource( LocalSource(mWobbleProperty) );
290 wobbleConstraint.Apply();
292 mPaddle.SetPosition( stageSize * Vector3( PADDLE_START_POSITION ) );
293 mContentLayer.Add(mPaddle);
294 mPaddle.TouchedSignal().Connect(this, &ExampleController::OnTouchPaddle);
295 mContentLayer.TouchedSignal().Connect(this, &ExampleController::OnTouchLayer);
297 const float margin(BALL_SIZE.width * stageSize.width * 0.5f);
299 // Set up notifications for ball's collisions against walls.
300 PropertyNotification leftNotification = mBall.AddPropertyNotification( Actor::Property::POSITION_X, LessThanCondition(margin) );
301 leftNotification.NotifySignal().Connect( this, &ExampleController::OnHitLeftWall );
303 PropertyNotification rightNotification = mBall.AddPropertyNotification( Actor::Property::POSITION_X, GreaterThanCondition(stageSize.width - margin) );
304 rightNotification.NotifySignal().Connect( this, &ExampleController::OnHitRightWall );
306 PropertyNotification topNotification = mBall.AddPropertyNotification( Actor::Property::POSITION_Y, LessThanCondition(margin) );
307 topNotification.NotifySignal().Connect( this, &ExampleController::OnHitTopWall );
309 PropertyNotification bottomNotification = mBall.AddPropertyNotification( Actor::Property::POSITION_Y, GreaterThanCondition(stageSize.height + margin) );
310 bottomNotification.NotifySignal().Connect( this, &ExampleController::OnHitBottomWall );
312 // Set up notification for ball colliding against paddle.
313 Actor delegate = Actor::New();
315 Property::Index property = delegate.RegisterProperty(COLLISION_PROPERTY_NAME, Vector3::ZERO);
316 Constraint constraint = Constraint::New<Vector3>( delegate, property, CollisionCircleRectangleConstraint( -Vector3(0.0f, mPaddleHitMargin.height * 0.575f, 0.0f),-Vector3(mPaddleHitMargin) ) );
317 constraint.AddSource( Source(mBall, Actor::Property::POSITION) );
318 constraint.AddSource( Source(mPaddle, Actor::Property::POSITION) );
319 constraint.AddSource( Source(mBall, Actor::Property::SIZE) );
320 constraint.AddSource( Source(mPaddle, Actor::Property::SIZE) );
323 PropertyNotification paddleNotification = delegate.AddPropertyNotification( property, GreaterThanCondition(0.0f) );
324 paddleNotification.NotifySignal().Connect( this, &ExampleController::OnHitPaddle );
331 * Resets Lives count and other stats, and loads level
335 mLives = TOTAL_LIVES;
337 mBall.SetPosition( mBallStartPosition );
338 mBallVelocity = Vector3::ZERO;
339 mPaddle.SetSize( mPaddleFullSize + mPaddleHitMargin );
340 mPaddleImage.SetSize( mPaddleFullSize );
347 * All existing level content is removed, and new bricks
349 * @param[in] level Level index to load.
351 void LoadLevel(int level)
353 if(mLevelContainer && mLevelContainer.GetParent() == mContentLayer)
355 mContentLayer.Remove( mLevelContainer );
358 mLevelContainer = Actor::New();
359 mLevelContainer.SetAnchorPoint( AnchorPoint::CENTER );
360 mLevelContainer.SetParentOrigin( ParentOrigin::CENTER );
361 mLevelContainer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
363 mContentLayer.Add( mLevelContainer );
367 switch(level%TOTAL_LEVELS)
394 void GenerateLevel0()
396 Vector2 stageSize(Stage::GetCurrent().GetSize());
397 const Vector2 brickSize(BRICK_SIZE * stageSize.width);
399 const int columns = (0.85f * stageSize.width) / brickSize.width; // 85 percent of the width of the screen covered with bricks.
400 const int rows = (0.3f * stageSize.height) / brickSize.height; // 30 percent of the height of the screen covered with bricks.
401 const Vector2 offset( (stageSize.x - (columns * brickSize.width)) * 0.5f,
402 stageSize.y * 0.125f );
404 for(int j = 0; j < rows; j++)
406 for(int i = 0; i < columns; i++)
408 Actor brick = CreateBrick(Vector2(i * brickSize.width + offset.x, j * brickSize.height + offset.y) + (brickSize * 0.5f), j % TOTAL_BRICKS );
409 mLevelContainer.Add(brick);
418 void GenerateLevel1()
420 Vector2 stageSize(Stage::GetCurrent().GetSize());
421 const Vector2 brickSize(BRICK_SIZE * stageSize.width);
423 const int columns = (0.85f * stageSize.width) / brickSize.width; // 85 percent of the width of the screen covered with bricks.
424 const int rows = (0.3f * stageSize.height) / brickSize.height; // 30 percent of the height of the screen covered with bricks.
425 const Vector2 offset( (stageSize.x - (columns * brickSize.width)) * 0.5f,
426 stageSize.y * 0.125f );
428 for(int j = 0; j < rows; j++)
430 for(int i = 0; i < columns; i++)
432 int i2 = columns - i - 1;
433 int j2 = rows - j - 1;
434 int brickIndex = std::min( std::min(i, j), std::min(i2, j2) ) % TOTAL_BRICKS;
436 Actor brick = CreateBrick(Vector2(i * brickSize.width + offset.x, j * brickSize.height + offset.y) + (brickSize * 0.5f), brickIndex );
438 mLevelContainer.Add(brick);
447 void GenerateLevel2()
449 Vector2 stageSize(Stage::GetCurrent().GetSize());
450 const Vector2 brickSize(BRICK_SIZE * stageSize.width);
452 const int columns = (0.85f * stageSize.width) / brickSize.width; // 85 percent of the width of the screen covered with bricks.
453 const int rows = (0.3f * stageSize.height) / brickSize.height; // 30 percent of the height of the screen covered with bricks.
454 const Vector2 offset( (stageSize.x - (columns * brickSize.width)) * 0.5f,
455 stageSize.y * 0.125f );
457 // lays down bricks in a spiral formation starting at i,j = (0,0) top left corner
458 // travelling right di,dj = (1,0) initially
464 // contracting boundaries
466 int right = columns - 1;
468 int bottom = rows - 1;
470 // length of current line. we stop laying down bricks when the length is 1 brick or less.
474 Actor brick = CreateBrick(Vector2(i * brickSize.width + offset.x, j * brickSize.height + offset.y) + (brickSize * 0.5f), 0 );
475 mLevelContainer.Add(brick);
479 if((i==right) && (di==1))
484 if((j==bottom) && (dj==1))
489 if((i==left) && (di==-1))
494 if((j==top) && (dj==-1))
501 // turn 90 degrees clockwise.
517 * Creates a brick at a specified position on the stage
518 * @param[in] position the position for the brick
519 * @param[in] type the type of brick
520 * @return The Brick Actor is returned.
522 Actor CreateBrick( const Vector2& position, int type )
524 Vector2 stageSize(Stage::GetCurrent().GetSize());
525 const Vector2 brickSize(BRICK_SIZE * Vector2(stageSize.x, stageSize.x));
527 Image img = ResourceImage::New( BRICK_IMAGE_PATH[type], Dali::ImageDimensions( 128, 64 ), Dali::FittingMode::SCALE_TO_FILL, Dali::SamplingMode::BOX_THEN_LINEAR );
528 ImageActor brick = ImageActor::New(img);
529 brick.SetParentOrigin(ParentOrigin::TOP_LEFT);
530 brick.SetAnchorPoint(AnchorPoint::CENTER);
531 brick.SetSize( brickSize );
532 brick.SetPosition( Vector3( position ) );
534 // Add a constraint on the brick between it and the ball generating a collision-property
535 Property::Index property = brick.RegisterProperty(COLLISION_PROPERTY_NAME, Vector3::ZERO);
536 Constraint constraint = Constraint::New<Vector3>( brick, property, CollisionCircleRectangleConstraint(BRICK_COLLISION_MARGIN) );
537 constraint.AddSource( Source(mBall, Actor::Property::POSITION) );
538 constraint.AddSource( Source(brick, Actor::Property::POSITION) );
539 constraint.AddSource( Source(mBall, Actor::Property::SIZE) );
540 constraint.AddSource( Source(brick, Actor::Property::SIZE) );
543 // Now add a notification on this collision-property
545 PropertyNotification brickNotification = brick.AddPropertyNotification( property, GreaterThanCondition(0.0f) );
546 brickNotification.NotifySignal().Connect( this, &ExampleController::OnHitBrick );
552 * Creates an Image (Helper)
554 * @param[in] filename the path of the image.
556 ImageActor CreateImage(const std::string& filename)
558 Image img = ResourceImage::New(filename);
559 ImageActor actor = ImageActor::New(img);
560 actor.SetParentOrigin(ParentOrigin::TOP_LEFT);
561 actor.SetAnchorPoint(AnchorPoint::CENTER);
566 * Continue animation (based on current velocity)
568 void ContinueAnimation()
572 mBallAnimation.Clear();
575 mBallAnimation = Animation::New(MAX_ANIMATION_DURATION);
576 mBallAnimation.AnimateBy( Property( mBall, Actor::Property::POSITION ), mBallVelocity * MAX_ANIMATION_DURATION);
577 mBallAnimation.Play();
581 * Signal invoked whenever user touches the Paddle.
582 * @param[in] actor The actor touched
583 * @param[in] event The touch event
585 bool OnTouchPaddle(Actor actor, const TouchEvent& event)
587 if(event.GetPointCount()>0)
589 const TouchPoint& point = event.GetPoint(0);
590 if(point.state==TouchPoint::Down) // Commence dragging
592 // Get point where user touched paddle (relative to paddle's center)
593 mRelativeDragPoint = Vector3(point.screen.x, point.screen.y, 0.0f);
594 mRelativeDragPoint -= actor.GetCurrentPosition();
597 mDragAnimation = Animation::New(0.25f);
598 mDragAnimation.AnimateTo( Property(mDragActor, Actor::Property::SCALE), Vector3(1.1f, 1.1f, 1.0f), AlphaFunctions::EaseOut);
599 mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::Property::COLOR), Vector4(1.0f, 1.0f, 1.0f, 0.0f), AlphaFunctions::EaseOut);
600 mDragAnimation.Play();
607 * Signal invoked whenever user touches anywhere on the screen.
608 * @param[in] actor The actor touched
609 * @param[in] event The touch event
611 bool OnTouchLayer(Actor actor, const TouchEvent& event)
613 if(event.GetPointCount()>0)
615 const TouchPoint& point = event.GetPoint(0);
618 Vector3 position(point.screen.x, point.screen.y, 0.0f);
619 mPaddle.SetPosition( position - mRelativeDragPoint );
621 if(point.state==TouchPoint::Up) // Stop dragging
623 mDragAnimation = Animation::New(0.25f);
624 mDragAnimation.AnimateTo( Property(mDragActor, Actor::Property::SCALE), Vector3(1.0f, 1.0f, 1.0f), AlphaFunctions::EaseIn);
625 mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::Property::COLOR), Vector4(1.0f, 1.0f, 1.0f, 1.0f), AlphaFunctions::EaseOut);
626 mDragAnimation.Play();
635 * Notification: Ball hit left wall
636 * @param source The notification
638 void OnHitLeftWall(PropertyNotification& source)
640 mBallVelocity.x = fabsf(mBallVelocity.x);
645 * Notification: Ball hit right wall
646 * @param source The notification
648 void OnHitRightWall(PropertyNotification& source)
650 mBallVelocity.x = -fabsf(mBallVelocity.x);
655 * Notification: Ball hit top wall
656 * @param source The notification
658 void OnHitTopWall(PropertyNotification& source)
660 mBallVelocity.y = fabsf(mBallVelocity.y);
665 * Notification: Ball hit bottom wall
666 * @param source The notification
668 void OnHitBottomWall(PropertyNotification& source)
672 mBallAnimation.Clear();
678 const float f(static_cast<float>(mLives) / TOTAL_LIVES);
679 mBallVelocity = Vector3::ZERO;
681 Animation shrink = Animation::New(0.5f);
682 shrink.AnimateTo( Property(mPaddle, Actor::Property::SIZE_WIDTH), mPaddleFullSize.x * f + mPaddleHitMargin.x);
683 shrink.AnimateTo( Property(mPaddleImage, Actor::Property::SIZE_WIDTH), mPaddleFullSize.x * f );
685 shrink.FinishedSignal().Connect( this, &ExampleController::OnPaddleShrunk );
691 * Paddle Shrink Animation complete.
692 * @param[in] source The animation responsible for shrinking the paddle.
694 void OnPaddleShrunk( Animation &source )
696 // Reposition Ball in start position, and make ball appear.
697 mBall.SetPosition( mBallStartPosition );
698 mBall.SetColor( Vector4(1.0f, 1.0f, 1.0f, 0.1f) );
699 Animation appear = Animation::New(0.5f);
700 appear.AnimateTo( Property(mBall, Actor::Property::COLOR), Vector4(1.0f, 1.0f, 1.0f, 1.0f) );
710 * Notification: Ball hit paddle
711 * @param source The notification
713 void OnHitPaddle(PropertyNotification& source)
715 Actor delegate = Actor::DownCast(source.GetTarget());
716 Vector3 collisionVector = delegate.GetProperty<Vector3>(source.GetTargetProperty());
717 Vector3 ballRelativePosition(mBall.GetCurrentPosition() - mPaddle.GetCurrentPosition());
718 ballRelativePosition.Normalize();
720 collisionVector.x += ballRelativePosition.x * 0.5f;
722 if(mBallVelocity.LengthSquared() < Math::MACHINE_EPSILON_1)
724 mBallVelocity += collisionVector * BALL_VELOCITY;
728 const float normalVelocity = fabsf(mBallVelocity.Dot(collisionVector));
729 mBallVelocity += collisionVector * normalVelocity * 2.0f;
730 const float currentSpeed = mBallVelocity.Length();
731 const float limitedSpeed = std::min( currentSpeed, MAX_VELOCITY );
732 mBallVelocity = mBallVelocity * limitedSpeed / currentSpeed;
738 mWobbleAnimation = Animation::New(0.5f);
739 mWobbleAnimation.AnimateTo( Property( mPaddle, mWobbleProperty ), 1.0f );
740 mWobbleAnimation.Play();
741 mPaddle.SetProperty(mWobbleProperty, 0.0f);
745 * Notification: Ball hit brick
746 * @param source The notification
748 void OnHitBrick(PropertyNotification& source)
750 Actor brick = Actor::DownCast(source.GetTarget());
751 Vector3 collisionVector = brick.GetProperty<Vector3>(source.GetTargetProperty());
753 const float normalVelocity = fabsf(mBallVelocity.Dot(collisionVector));
754 mBallVelocity += collisionVector * normalVelocity * 2.0f;
755 const float currentSpeed = mBallVelocity.Length();
756 const float limitedSpeed = std::min( currentSpeed, MAX_VELOCITY );
757 mBallVelocity = mBallVelocity * limitedSpeed / currentSpeed;
761 // remove collision-constraint and notification.
762 brick.RemovePropertyNotification(source);
763 brick.RemoveConstraints();
765 // fade brick (destroy)
766 Animation destroyAnimation = Animation::New(0.5f);
767 destroyAnimation.AnimateTo( Property( brick, Actor::Property::COLOR_ALPHA ), 0.0f, AlphaFunctions::EaseIn );
768 destroyAnimation.Play();
769 destroyAnimation.FinishedSignal().Connect( this, &ExampleController::OnBrickDestroyed );
770 mDestroyAnimationMap[destroyAnimation] = brick;
774 * Brick Destruction Animation complete.
775 * @param[in] source The animation responsible for destroying the brick
777 void OnBrickDestroyed( Animation& source )
779 // Remove brick from stage, it's constraint and property notification should also remove themselves.
780 Actor brick = mDestroyAnimationMap[source];
781 mDestroyAnimationMap.erase(source);
782 brick.GetParent().Remove(brick);
793 * Main key event handler
795 void OnKeyEvent(const KeyEvent& event)
797 if(event.state == KeyEvent::Down)
799 if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
808 Application& mApplication; ///< Application instance
809 Toolkit::View mView; ///< The View instance.
810 Layer mContentLayer; ///< The content layer (contains game actors)
811 ImageActor mBall; ///< The Moving ball image.
812 Vector3 mBallStartPosition; ///< Ball Start position
813 Vector3 mBallVelocity; ///< Ball's current direction.
814 Animation mBallAnimation; ///< Ball's animation
815 Actor mPaddle; ///< The paddle including hit area.
816 ImageActor mPaddleImage; ///< The paddle's image.
817 ImageActor mPaddleHandle; ///< The paddle's handle (where the user touches)
818 Vector2 mPaddleHitMargin; ///< The paddle hit margin.
819 Animation mWobbleAnimation; ///< Paddle's animation when hit (wobbles)
820 Property::Index mWobbleProperty; ///< The wobble property (generated from animation)
821 Actor mLevelContainer; ///< The level container (contains bricks)
823 // actor - dragging functionality
825 Animation mDragAnimation; ///< Animation for dragging. (grows - affects ACTOR::SCALE)
826 Actor mDragActor; ///< The actor which is being dragged (if any)
827 Vector3 mRelativeDragPoint; ///< The point the user touched, relative to the actor.
828 std::map<Animation, Actor> mDestroyAnimationMap; ///< Keep track of which actors are to be destroyed.
829 Vector2 mPaddleFullSize; ///< Initial 100% size of the paddle.
830 int mLevel; ///< Current level
831 int mLives; ///< Total lives.
832 int mBrickCount; ///< Total bricks on screen.
835 void RunTest(Application& app)
837 ExampleController test(app);
842 int main(int argc, char **argv)
844 Application app = Application::New(&argc, &argv);