mPaddleImage.SetSize( mPaddleFullSize );
mWobbleProperty = mPaddle.RegisterProperty(WOBBLE_PROPERTY_NAME, 0.0f);
- Constraint wobbleConstraint = Constraint::New<Quaternion>( Actor::Property::Rotation,
+ Constraint wobbleConstraint = Constraint::New<Quaternion>( Actor::Property::ROTATION,
LocalSource(mWobbleProperty),
WobbleConstraint(10.0f));
mPaddle.ApplyConstraint(wobbleConstraint);
const float margin(BALL_SIZE.width * stageSize.width * 0.5f);
// Set up notifications for ball's collisions against walls.
- PropertyNotification leftNotification = mBall.AddPropertyNotification( Actor::Property::PositionX, LessThanCondition(margin) );
+ PropertyNotification leftNotification = mBall.AddPropertyNotification( Actor::Property::POSITION_X, LessThanCondition(margin) );
leftNotification.NotifySignal().Connect( this, &ExampleController::OnHitLeftWall );
- PropertyNotification rightNotification = mBall.AddPropertyNotification( Actor::Property::PositionX, GreaterThanCondition(stageSize.width - margin) );
+ PropertyNotification rightNotification = mBall.AddPropertyNotification( Actor::Property::POSITION_X, GreaterThanCondition(stageSize.width - margin) );
rightNotification.NotifySignal().Connect( this, &ExampleController::OnHitRightWall );
- PropertyNotification topNotification = mBall.AddPropertyNotification( Actor::Property::PositionY, LessThanCondition(margin) );
+ PropertyNotification topNotification = mBall.AddPropertyNotification( Actor::Property::POSITION_Y, LessThanCondition(margin) );
topNotification.NotifySignal().Connect( this, &ExampleController::OnHitTopWall );
- PropertyNotification bottomNotification = mBall.AddPropertyNotification( Actor::Property::PositionY, GreaterThanCondition(stageSize.height + margin) );
+ PropertyNotification bottomNotification = mBall.AddPropertyNotification( Actor::Property::POSITION_Y, GreaterThanCondition(stageSize.height + margin) );
bottomNotification.NotifySignal().Connect( this, &ExampleController::OnHitBottomWall );
// Set up notification for ball colliding against paddle.
stage.Add(delegate);
Property::Index property = delegate.RegisterProperty(COLLISION_PROPERTY_NAME, Vector3::ZERO);
Constraint constraint = Constraint::New<Vector3>( property,
- Source(mBall, Actor::Property::Position),
- Source(mPaddle, Actor::Property::Position),
- Source(mBall, Actor::Property::Size),
- Source(mPaddle, Actor::Property::Size),
+ Source(mBall, Actor::Property::POSITION),
+ Source(mPaddle, Actor::Property::POSITION),
+ Source(mBall, Actor::Property::SIZE),
+ Source(mPaddle, Actor::Property::SIZE),
CollisionCircleRectangleConstraint( -Vector3(0.0f, mPaddleHitMargin.height * 0.575f, 0.0f),-Vector3(mPaddleHitMargin) ));
delegate.ApplyConstraint(constraint);
// Add a constraint on the brick between it and the ball generating a collision-property
Property::Index property = brick.RegisterProperty(COLLISION_PROPERTY_NAME, Vector3::ZERO);
Constraint constraint = Constraint::New<Vector3>( property,
- Source(mBall, Actor::Property::Position),
- Source(brick, Actor::Property::Position),
- Source(mBall, Actor::Property::Size),
- Source(brick, Actor::Property::Size),
+ Source(mBall, Actor::Property::POSITION),
+ Source(brick, Actor::Property::POSITION),
+ Source(mBall, Actor::Property::SIZE),
+ Source(brick, Actor::Property::SIZE),
CollisionCircleRectangleConstraint(BRICK_COLLISION_MARGIN));
brick.ApplyConstraint(constraint);
}
mBallAnimation = Animation::New(MAX_ANIMATION_DURATION);
- mBallAnimation.AnimateBy( Property( mBall, Actor::Property::Position ), mBallVelocity * MAX_ANIMATION_DURATION);
+ mBallAnimation.AnimateBy( Property( mBall, Actor::Property::POSITION ), mBallVelocity * MAX_ANIMATION_DURATION);
mBallAnimation.Play();
}
mDragActor = actor;
mDragAnimation = Animation::New(0.25f);
- mDragAnimation.AnimateTo( Property(mDragActor, Actor::Property::Scale), Vector3(1.1f, 1.1f, 1.0f), AlphaFunctions::EaseOut);
- mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::Property::Color), Vector4(1.0f, 1.0f, 1.0f, 0.0f), AlphaFunctions::EaseOut);
+ mDragAnimation.AnimateTo( Property(mDragActor, Actor::Property::SCALE), Vector3(1.1f, 1.1f, 1.0f), AlphaFunctions::EaseOut);
+ mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::Property::COLOR), Vector4(1.0f, 1.0f, 1.0f, 0.0f), AlphaFunctions::EaseOut);
mDragAnimation.Play();
}
}
if(point.state==TouchPoint::Up) // Stop dragging
{
mDragAnimation = Animation::New(0.25f);
- mDragAnimation.AnimateTo( Property(mDragActor, Actor::Property::Scale), Vector3(1.0f, 1.0f, 1.0f), AlphaFunctions::EaseIn);
- mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::Property::Color), Vector4(1.0f, 1.0f, 1.0f, 1.0f), AlphaFunctions::EaseOut);
+ mDragAnimation.AnimateTo( Property(mDragActor, Actor::Property::SCALE), Vector3(1.0f, 1.0f, 1.0f), AlphaFunctions::EaseIn);
+ mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::Property::COLOR), Vector4(1.0f, 1.0f, 1.0f, 1.0f), AlphaFunctions::EaseOut);
mDragAnimation.Play();
mDragActor.Reset();
}
mBallVelocity = Vector3::ZERO;
Animation shrink = Animation::New(0.5f);
- shrink.AnimateTo( Property(mPaddle, Actor::Property::SizeWidth), mPaddleFullSize.x * f + mPaddleHitMargin.x);
- shrink.AnimateTo( Property(mPaddleImage, Actor::Property::SizeWidth), mPaddleFullSize.x * f );
+ shrink.AnimateTo( Property(mPaddle, Actor::Property::SIZE_WIDTH), mPaddleFullSize.x * f + mPaddleHitMargin.x);
+ shrink.AnimateTo( Property(mPaddleImage, Actor::Property::SIZE_WIDTH), mPaddleFullSize.x * f );
shrink.FinishedSignal().Connect( this, &ExampleController::OnPaddleShrunk );
shrink.Play();
mBall.SetPosition( mBallStartPosition );
mBall.SetColor( Vector4(1.0f, 1.0f, 1.0f, 0.1f) );
Animation appear = Animation::New(0.5f);
- appear.AnimateTo( Property(mBall, Actor::Property::Color), Vector4(1.0f, 1.0f, 1.0f, 1.0f) );
+ appear.AnimateTo( Property(mBall, Actor::Property::COLOR), Vector4(1.0f, 1.0f, 1.0f, 1.0f) );
appear.Play();
if(!mLives)
// fade brick (destroy)
Animation destroyAnimation = Animation::New(0.5f);
- destroyAnimation.AnimateTo( Property( brick, Actor::Property::ColorAlpha ), 0.0f, AlphaFunctions::EaseIn );
+ destroyAnimation.AnimateTo( Property( brick, Actor::Property::COLOR_ALPHA ), 0.0f, AlphaFunctions::EaseIn );
destroyAnimation.Play();
destroyAnimation.FinishedSignal().Connect( this, &ExampleController::OnBrickDestroyed );
mDestroyAnimationMap[destroyAnimation] = brick;