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( DEMO_IMAGE_DIR "background-blocks.jpg" );
35 const char* TOOLBAR_IMAGE( DEMO_IMAGE_DIR "top-bar.png" );
36 const char* APPLICATION_TITLE( "DALi Blocks" );
37 const char* BALL_IMAGE = DEMO_IMAGE_DIR "blocks-ball.png";
38 const char* PADDLE_IMAGE = DEMO_IMAGE_DIR "blocks-paddle.png";
39 const char* PADDLE_HANDLE_IMAGE = DEMO_IMAGE_DIR "blocks-paddle-handle.png";
41 const char* BRICK_IMAGE_PATH[] = { DEMO_IMAGE_DIR "blocks-brick-1.png",
42 DEMO_IMAGE_DIR "blocks-brick-2.png",
43 DEMO_IMAGE_DIR "blocks-brick-3.png",
44 DEMO_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("wobbleProperty"); ///< Wobble property name.
60 const std::string COLLISION_PROPERTY_NAME("collisionProperty"); ///< 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 Stage::GetCurrent().KeyEventSignal().Connect(this, &ExampleController::OnKeyEvent);
231 // Hide the indicator bar
232 application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE );
234 // Creates a default view with a default tool bar.
235 // The view is added to the stage.
236 Toolkit::ToolBar toolBar;
237 mContentLayer = DemoHelper::CreateView( application,
244 // Add an extra space on the right to center the title text.
245 toolBar.AddControl( Actor::New(), DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalRight );
247 // Create the content layer, which is where game actors appear.
254 * Adds a new layer to the stage, containing game actors.
256 void AddContentLayer()
258 Stage stage = Stage::GetCurrent();
259 const Vector3 stageSize(stage.GetSize());
262 mBallStartPosition = stageSize * Vector3( BALL_START_POSITION );
263 mBall = CreateImage(BALL_IMAGE);
264 mBall.SetPosition( mBallStartPosition );
265 mBall.SetSize( BALL_SIZE * stageSize.width );
266 mContentLayer.Add(mBall);
267 mBallVelocity = Vector3::ZERO;
270 mPaddleHitMargin = Vector2(stageSize) * PADDLE_HIT_MARGIN;
271 mPaddle = Actor::New();
272 mPaddleHandle = CreateImage(PADDLE_HANDLE_IMAGE);
273 mPaddleImage = CreateImage(PADDLE_IMAGE);
274 mPaddle.Add( mPaddleHandle );
275 mPaddle.Add( mPaddleImage );
276 mPaddleHandle.SetParentOrigin( ParentOrigin::TOP_CENTER );
277 mPaddleHandle.SetAnchorPoint( AnchorPoint::TOP_CENTER );
278 mPaddleHandle.SetPosition( 0.0f, stageSize.width * 0.0125f );
279 mPaddleImage.SetParentOrigin( ParentOrigin::TOP_CENTER );
280 mPaddleImage.SetAnchorPoint( AnchorPoint::TOP_CENTER );
281 mPaddle.SetParentOrigin( ParentOrigin::TOP_LEFT );
282 mPaddle.SetAnchorPoint( AnchorPoint::CENTER );
283 mPaddleFullSize = PADDLE_SIZE * stageSize.width;
284 mPaddle.SetSize( mPaddleFullSize + mPaddleHitMargin );
285 mPaddleHandle.SetSize( PADDLE_HANDLE_SIZE * stageSize.width );
286 mPaddleImage.SetSize( mPaddleFullSize );
288 mWobbleProperty = mPaddle.RegisterProperty(WOBBLE_PROPERTY_NAME, 0.0f);
289 Constraint wobbleConstraint = Constraint::New<Quaternion>( mPaddle, Actor::Property::ORIENTATION, WobbleConstraint(Degree( 10.0f )));
290 wobbleConstraint.AddSource( LocalSource(mWobbleProperty) );
291 wobbleConstraint.Apply();
293 mPaddle.SetPosition( stageSize * Vector3( PADDLE_START_POSITION ) );
294 mContentLayer.Add(mPaddle);
295 mPaddle.TouchSignal().Connect(this, &ExampleController::OnTouchPaddle);
296 mContentLayer.TouchSignal().Connect(this, &ExampleController::OnTouchLayer);
298 const float margin(BALL_SIZE.width * stageSize.width * 0.5f);
300 // Set up notifications for ball's collisions against walls.
301 PropertyNotification leftNotification = mBall.AddPropertyNotification( Actor::Property::POSITION_X, LessThanCondition(margin) );
302 leftNotification.NotifySignal().Connect( this, &ExampleController::OnHitLeftWall );
304 PropertyNotification rightNotification = mBall.AddPropertyNotification( Actor::Property::POSITION_X, GreaterThanCondition(stageSize.width - margin) );
305 rightNotification.NotifySignal().Connect( this, &ExampleController::OnHitRightWall );
307 PropertyNotification topNotification = mBall.AddPropertyNotification( Actor::Property::POSITION_Y, LessThanCondition(margin) );
308 topNotification.NotifySignal().Connect( this, &ExampleController::OnHitTopWall );
310 PropertyNotification bottomNotification = mBall.AddPropertyNotification( Actor::Property::POSITION_Y, GreaterThanCondition(stageSize.height + margin) );
311 bottomNotification.NotifySignal().Connect( this, &ExampleController::OnHitBottomWall );
313 // Set up notification for ball colliding against paddle.
314 Actor delegate = Actor::New();
316 Property::Index property = delegate.RegisterProperty(COLLISION_PROPERTY_NAME, Vector3::ZERO);
317 Constraint constraint = Constraint::New<Vector3>( delegate, property, CollisionCircleRectangleConstraint( -Vector3(0.0f, mPaddleHitMargin.height * 0.575f, 0.0f),-Vector3(mPaddleHitMargin) ) );
318 constraint.AddSource( Source(mBall, Actor::Property::POSITION) );
319 constraint.AddSource( Source(mPaddle, Actor::Property::POSITION) );
320 constraint.AddSource( Source(mBall, Actor::Property::SIZE) );
321 constraint.AddSource( Source(mPaddle, Actor::Property::SIZE) );
324 PropertyNotification paddleNotification = delegate.AddPropertyNotification( property, GreaterThanCondition(0.0f) );
325 paddleNotification.NotifySignal().Connect( this, &ExampleController::OnHitPaddle );
332 * Resets Lives count and other stats, and loads level
336 mLives = TOTAL_LIVES;
338 mBall.SetPosition( mBallStartPosition );
339 mBallVelocity = Vector3::ZERO;
340 mPaddle.SetSize( mPaddleFullSize + mPaddleHitMargin );
341 mPaddleImage.SetSize( mPaddleFullSize );
348 * All existing level content is removed, and new bricks
350 * @param[in] level Level index to load.
352 void LoadLevel(int level)
354 if(mLevelContainer && mLevelContainer.GetParent() == mContentLayer)
356 mContentLayer.Remove( mLevelContainer );
359 mLevelContainer = Actor::New();
360 mLevelContainer.SetAnchorPoint( AnchorPoint::CENTER );
361 mLevelContainer.SetParentOrigin( ParentOrigin::CENTER );
362 mLevelContainer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
364 mContentLayer.Add( mLevelContainer );
368 if( mBrickImageMap.Empty() )
370 Vector2 stageSize(Stage::GetCurrent().GetSize());
371 const Vector2 brickSize(BRICK_SIZE * Vector2(stageSize.x, stageSize.x));
373 mBrickImageMap["desiredWidth"] = static_cast<int>( brickSize.width );
374 mBrickImageMap["desiredHeight"] = static_cast<int>( brickSize.height );
375 mBrickImageMap["fittingMode"] = "SCALE_TO_FILL";
376 mBrickImageMap["samplingMode"] = "BOX_THEN_LINEAR";
379 switch(level%TOTAL_LEVELS)
406 void GenerateLevel0()
408 Vector2 stageSize(Stage::GetCurrent().GetSize());
409 const Vector2 brickSize(BRICK_SIZE * stageSize.width);
411 const int columns = (0.85f * stageSize.width) / brickSize.width; // 85 percent of the width of the screen covered with bricks.
412 const int rows = (0.3f * stageSize.height) / brickSize.height; // 30 percent of the height of the screen covered with bricks.
413 const Vector2 offset( (stageSize.x - (columns * brickSize.width)) * 0.5f,
414 stageSize.y * 0.125f );
416 for(int j = 0; j < rows; j++)
418 for(int i = 0; i < columns; i++)
420 Actor brick = CreateBrick(Vector2(i * brickSize.width + offset.x, j * brickSize.height + offset.y) + (brickSize * 0.5f), j % TOTAL_BRICKS );
421 mLevelContainer.Add(brick);
430 void GenerateLevel1()
432 Vector2 stageSize(Stage::GetCurrent().GetSize());
433 const Vector2 brickSize(BRICK_SIZE * stageSize.width);
435 const int columns = (0.85f * stageSize.width) / brickSize.width; // 85 percent of the width of the screen covered with bricks.
436 const int rows = (0.3f * stageSize.height) / brickSize.height; // 30 percent of the height of the screen covered with bricks.
437 const Vector2 offset( (stageSize.x - (columns * brickSize.width)) * 0.5f,
438 stageSize.y * 0.125f );
440 for(int j = 0; j < rows; j++)
442 for(int i = 0; i < columns; i++)
444 int i2 = columns - i - 1;
445 int j2 = rows - j - 1;
446 int brickIndex = std::min( std::min(i, j), std::min(i2, j2) ) % TOTAL_BRICKS;
448 Actor brick = CreateBrick(Vector2(i * brickSize.width + offset.x, j * brickSize.height + offset.y) + (brickSize * 0.5f), brickIndex );
450 mLevelContainer.Add(brick);
459 void GenerateLevel2()
461 Vector2 stageSize(Stage::GetCurrent().GetSize());
462 const Vector2 brickSize(BRICK_SIZE * stageSize.width);
464 const int columns = (0.85f * stageSize.width) / brickSize.width; // 85 percent of the width of the screen covered with bricks.
465 const int rows = (0.3f * stageSize.height) / brickSize.height; // 30 percent of the height of the screen covered with bricks.
466 const Vector2 offset( (stageSize.x - (columns * brickSize.width)) * 0.5f,
467 stageSize.y * 0.125f );
469 // lays down bricks in a spiral formation starting at i,j = (0,0) top left corner
470 // travelling right di,dj = (1,0) initially
476 // contracting boundaries
478 int right = columns - 1;
480 int bottom = rows - 1;
482 // length of current line. we stop laying down bricks when the length is 1 brick or less.
486 Actor brick = CreateBrick(Vector2(i * brickSize.width + offset.x, j * brickSize.height + offset.y) + (brickSize * 0.5f), 0 );
487 mLevelContainer.Add(brick);
491 if((i==right) && (di==1))
496 if((j==bottom) && (dj==1))
501 if((i==left) && (di==-1))
506 if((j==top) && (dj==-1))
513 // turn 90 degrees clockwise.
529 * Creates a brick at a specified position on the stage
530 * @param[in] position the position for the brick
531 * @param[in] type the type of brick
532 * @return The Brick Actor is returned.
534 Actor CreateBrick( const Vector2& position, int type )
536 mBrickImageMap["url"] = BRICK_IMAGE_PATH[type];
537 ImageView brick = ImageView::New();
538 brick.SetProperty( ImageView::Property::IMAGE, mBrickImageMap );
539 brick.SetParentOrigin(ParentOrigin::TOP_LEFT);
540 brick.SetAnchorPoint(AnchorPoint::CENTER);
541 brick.SetPosition( Vector3( position ) );
543 // Add a constraint on the brick between it and the ball generating a collision-property
544 Property::Index property = brick.RegisterProperty(COLLISION_PROPERTY_NAME, Vector3::ZERO);
545 Constraint constraint = Constraint::New<Vector3>( brick, property, CollisionCircleRectangleConstraint(BRICK_COLLISION_MARGIN) );
546 constraint.AddSource( Source(mBall, Actor::Property::POSITION) );
547 constraint.AddSource( Source(brick, Actor::Property::POSITION) );
548 constraint.AddSource( Source(mBall, Actor::Property::SIZE) );
549 constraint.AddSource( Source(brick, Actor::Property::SIZE) );
552 // Now add a notification on this collision-property
554 PropertyNotification brickNotification = brick.AddPropertyNotification( property, GreaterThanCondition(0.0f) );
555 brickNotification.NotifySignal().Connect( this, &ExampleController::OnHitBrick );
561 * Creates an Image (Helper)
563 * @param[in] filename the path of the image.
565 ImageView CreateImage(const std::string& filename)
567 ImageView actor = ImageView::New(filename);
568 actor.SetParentOrigin(ParentOrigin::TOP_LEFT);
569 actor.SetAnchorPoint(AnchorPoint::CENTER);
574 * Continue animation (based on current velocity)
576 void ContinueAnimation()
580 mBallAnimation.Clear();
583 mBallAnimation = Animation::New(MAX_ANIMATION_DURATION);
584 mBallAnimation.AnimateBy( Property( mBall, Actor::Property::POSITION ), mBallVelocity * MAX_ANIMATION_DURATION);
585 mBallAnimation.Play();
589 * Signal invoked whenever user touches the Paddle.
590 * @param[in] actor The actor touched
591 * @param[in] event The touch event
593 bool OnTouchPaddle(Actor actor, const TouchData& event)
595 if(event.GetPointCount()>0)
597 if( event.GetState( 0 ) == PointState::DOWN ) // Commence dragging
599 // Get point where user touched paddle (relative to paddle's center)
600 Vector2 screenPoint = event.GetScreenPosition( 0 );
601 mRelativeDragPoint = screenPoint;
602 mRelativeDragPoint -= actor.GetCurrentPosition();
605 mDragAnimation = Animation::New(0.25f);
606 mDragAnimation.AnimateTo( Property(mDragActor, Actor::Property::SCALE), Vector3(1.1f, 1.1f, 1.0f), AlphaFunction::EASE_OUT);
607 mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::Property::COLOR), Vector4(1.0f, 1.0f, 1.0f, 0.0f), AlphaFunction::EASE_OUT);
608 mDragAnimation.Play();
615 * Signal invoked whenever user touches anywhere on the screen.
616 * @param[in] actor The actor touched
617 * @param[in] event The touch event
619 bool OnTouchLayer(Actor actor, const TouchData& event)
621 if(event.GetPointCount()>0)
625 Vector3 position( event.GetScreenPosition( 0 ) );
626 mPaddle.SetPosition( position - mRelativeDragPoint );
628 if( event.GetState( 0 ) == PointState::UP ) // Stop dragging
630 mDragAnimation = Animation::New(0.25f);
631 mDragAnimation.AnimateTo( Property(mDragActor, Actor::Property::SCALE), Vector3(1.0f, 1.0f, 1.0f), AlphaFunction::EASE_IN);
632 mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::Property::COLOR), Vector4(1.0f, 1.0f, 1.0f, 1.0f), AlphaFunction::EASE_OUT);
633 mDragAnimation.Play();
642 * Notification: Ball hit left wall
643 * @param source The notification
645 void OnHitLeftWall(PropertyNotification& source)
647 mBallVelocity.x = fabsf(mBallVelocity.x);
652 * Notification: Ball hit right wall
653 * @param source The notification
655 void OnHitRightWall(PropertyNotification& source)
657 mBallVelocity.x = -fabsf(mBallVelocity.x);
662 * Notification: Ball hit top wall
663 * @param source The notification
665 void OnHitTopWall(PropertyNotification& source)
667 mBallVelocity.y = fabsf(mBallVelocity.y);
672 * Notification: Ball hit bottom wall
673 * @param source The notification
675 void OnHitBottomWall(PropertyNotification& source)
679 mBallAnimation.Clear();
685 const float f(static_cast<float>(mLives) / TOTAL_LIVES);
686 mBallVelocity = Vector3::ZERO;
688 Animation shrink = Animation::New(0.5f);
689 shrink.AnimateTo( Property(mPaddle, Actor::Property::SIZE_WIDTH), mPaddleFullSize.x * f + mPaddleHitMargin.x);
690 shrink.AnimateTo( Property(mPaddleImage, Actor::Property::SIZE_WIDTH), mPaddleFullSize.x * f );
692 shrink.FinishedSignal().Connect( this, &ExampleController::OnPaddleShrunk );
698 * Paddle Shrink Animation complete.
699 * @param[in] source The animation responsible for shrinking the paddle.
701 void OnPaddleShrunk( Animation &source )
703 // Reposition Ball in start position, and make ball appear.
704 mBall.SetPosition( mBallStartPosition );
705 mBall.SetColor( Vector4(1.0f, 1.0f, 1.0f, 0.1f) );
706 Animation appear = Animation::New(0.5f);
707 appear.AnimateTo( Property(mBall, Actor::Property::COLOR), Vector4(1.0f, 1.0f, 1.0f, 1.0f) );
717 * Notification: Ball hit paddle
718 * @param source The notification
720 void OnHitPaddle(PropertyNotification& source)
722 Actor delegate = Actor::DownCast(source.GetTarget());
723 Vector3 collisionVector = delegate.GetProperty<Vector3>(source.GetTargetProperty());
724 Vector3 ballRelativePosition(mBall.GetCurrentPosition() - mPaddle.GetCurrentPosition());
725 ballRelativePosition.Normalize();
727 collisionVector.x += ballRelativePosition.x * 0.5f;
729 if(mBallVelocity.LengthSquared() < Math::MACHINE_EPSILON_1)
731 mBallVelocity += collisionVector * BALL_VELOCITY;
735 const float normalVelocity = fabsf(mBallVelocity.Dot(collisionVector));
736 mBallVelocity += collisionVector * normalVelocity * 2.0f;
737 const float currentSpeed = mBallVelocity.Length();
738 const float limitedSpeed = std::min( currentSpeed, MAX_VELOCITY );
739 mBallVelocity = mBallVelocity * limitedSpeed / currentSpeed;
745 mWobbleAnimation = Animation::New(0.5f);
746 mWobbleAnimation.AnimateTo( Property( mPaddle, mWobbleProperty ), 1.0f );
747 mWobbleAnimation.Play();
748 mPaddle.SetProperty(mWobbleProperty, 0.0f);
752 * Notification: Ball hit brick
753 * @param source The notification
755 void OnHitBrick(PropertyNotification& source)
757 Actor brick = Actor::DownCast(source.GetTarget());
758 Vector3 collisionVector = brick.GetProperty<Vector3>(source.GetTargetProperty());
760 const float normalVelocity = fabsf(mBallVelocity.Dot(collisionVector));
761 mBallVelocity += collisionVector * normalVelocity * 2.0f;
762 const float currentSpeed = mBallVelocity.Length();
763 const float limitedSpeed = std::min( currentSpeed, MAX_VELOCITY );
764 mBallVelocity = mBallVelocity * limitedSpeed / currentSpeed;
768 // remove collision-constraint and notification.
769 brick.RemovePropertyNotification(source);
770 brick.RemoveConstraints();
772 // fade brick (destroy)
773 Animation destroyAnimation = Animation::New(0.5f);
774 destroyAnimation.AnimateTo( Property( brick, Actor::Property::COLOR_ALPHA ), 0.0f, AlphaFunction::EASE_IN );
775 destroyAnimation.Play();
776 destroyAnimation.FinishedSignal().Connect( this, &ExampleController::OnBrickDestroyed );
777 mDestroyAnimationMap[destroyAnimation] = brick;
781 * Brick Destruction Animation complete.
782 * @param[in] source The animation responsible for destroying the brick
784 void OnBrickDestroyed( Animation& source )
786 // Remove brick from stage, it's constraint and property notification should also remove themselves.
787 Actor brick = mDestroyAnimationMap[source];
788 mDestroyAnimationMap.erase(source);
789 brick.GetParent().Remove(brick);
800 * Main key event handler
802 void OnKeyEvent(const KeyEvent& event)
804 if(event.state == KeyEvent::Down)
806 if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
815 Application& mApplication; ///< Application instance
816 Toolkit::Control mView; ///< The View instance.
817 Layer mContentLayer; ///< The content layer (contains game actors)
818 ImageView mBall; ///< The Moving ball image.
819 Vector3 mBallStartPosition; ///< Ball Start position
820 Vector3 mBallVelocity; ///< Ball's current direction.
821 Animation mBallAnimation; ///< Ball's animation
822 Actor mPaddle; ///< The paddle including hit area.
823 ImageView mPaddleImage; ///< The paddle's image.
824 ImageView mPaddleHandle; ///< The paddle's handle (where the user touches)
825 Vector2 mPaddleHitMargin; ///< The paddle hit margin.
826 Animation mWobbleAnimation; ///< Paddle's animation when hit (wobbles)
827 Property::Index mWobbleProperty; ///< The wobble property (generated from animation)
828 Actor mLevelContainer; ///< The level container (contains bricks)
829 Property::Map mBrickImageMap; ///< The property map used to load the brick
831 // actor - dragging functionality
833 Animation mDragAnimation; ///< Animation for dragging. (grows - affects ACTOR::SCALE)
834 Actor mDragActor; ///< The actor which is being dragged (if any)
835 Vector3 mRelativeDragPoint; ///< The point the user touched, relative to the actor.
836 std::map<Animation, Actor> mDestroyAnimationMap; ///< Keep track of which actors are to be destroyed.
837 Vector2 mPaddleFullSize; ///< Initial 100% size of the paddle.
838 int mLevel; ///< Current level
839 int mLives; ///< Total lives.
840 int mBrickCount; ///< Total bricks on screen.
843 void RunTest(Application& app)
845 ExampleController test(app);
850 int DALI_EXPORT_API main(int argc, char **argv)
852 Application app = Application::New(&argc, &argv, DEMO_THEME_PATH);