Date: Wed, 2 Oct 2013 08:18:58 +0000 (+0200)
Subject: application sources from tizen_2.2
X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=5a6aa2af25a18e5692fa99723fa51d53a75497c5;hp=20dddaaf4886aef1e80ead956fa67aecf76c2f8a;p=apps%2Fweb%2Fsample%2FSensorBall.git
application sources from tizen_2.2
Change-Id: I3f370188c4dbdc9060b609cb788b3b56b37d5526
---
diff --git a/description.xml b/description.xml
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index 0000000..dca773e
--- /dev/null
+++ b/description.xml
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+
+
+
+ SensorBall
+ 1.0.0
+ sensorball-snapshot.png
+
+ A sample application demonstrating the tizen device API usage.
+
+
diff --git a/description.xsl b/description.xsl
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+++ b/description.xsl
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Type: JavaScript
+
+
+
+
+
+
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+
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diff --git a/project/.project b/project/.project
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--- /dev/null
+++ b/project/.project
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+
+
+ SensorBall
+
+
+
+
+
+ org.eclipse.wst.common.project.facet.core.builder
+
+
+
+
+ org.eclipse.wst.jsdt.core.javascriptValidator
+
+
+
+
+ json.validation.builder
+
+
+
+
+ org.tizen.web.jslint.nature.JSLintBuilder
+
+
+
+
+ org.tizen.web.css.nature.CSSBuilder
+
+
+
+
+ org.eclipse.wst.validation.validationbuilder
+
+
+
+
+ org.tizen.web.project.builder.WebBuilder
+
+
+ usedLibraryType
+ WebUIFramework
+
+
+
+
+
+ json.validation.nature
+ org.tizen.web.jslint.nature.JSLintNature
+ org.tizen.web.css.nature.CSSNature
+ org.eclipse.wst.jsdt.core.jsNature
+ org.eclipse.wst.common.project.facet.core.nature
+ org.eclipse.wst.common.modulecore.ModuleCoreNature
+ org.tizen.web.project.builder.WebNature
+
+
diff --git a/project/AUTHORS b/project/AUTHORS
new file mode 100644
index 0000000..16a09fc
--- /dev/null
+++ b/project/AUTHORS
@@ -0,0 +1,7 @@
+Tomasz Lukawski
+Pawel Sierszen
+Piotr Wronski
+Artur Kobylinski
+Aniela Rudy-Gawecka
+Tomasz Paciorek
+Dariusz Paziewski
diff --git a/project/LICENSE.Flora b/project/LICENSE.Flora
new file mode 100644
index 0000000..4a0af40
--- /dev/null
+++ b/project/LICENSE.Flora
@@ -0,0 +1,206 @@
+Flora License
+
+Version 1.1, April, 2013
+
+http://floralicense.org/license/
+
+TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
+
+1. Definitions.
+
+"License" shall mean the terms and conditions for use, reproduction,
+and distribution as defined by Sections 1 through 9 of this document.
+
+"Licensor" shall mean the copyright owner or entity authorized by
+the copyright owner that is granting the License.
+
+"Legal Entity" shall mean the union of the acting entity and
+all other entities that control, are controlled by, or are
+under common control with that entity. For the purposes of
+this definition, "control" means (i) the power, direct or indirect,
+to cause the direction or management of such entity,
+whether by contract or otherwise, or (ii) ownership of fifty percent (50%)
+or more of the outstanding shares, or (iii) beneficial ownership of
+such entity.
+
+"You" (or "Your") shall mean an individual or Legal Entity
+exercising permissions granted by this License.
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+"Source" form shall mean the preferred form for making modifications,
+including but not limited to software source code, documentation source,
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+
+"Object" form shall mean any form resulting from mechanical
+transformation or translation of a Source form, including but
+not limited to compiled object code, generated documentation,
+and conversions to other media types.
+
+"Work" shall mean the work of authorship, whether in Source or Object form,
+made available under the License, as indicated by a copyright notice
+that is included in or attached to the work (an example is provided
+in the Appendix below).
+
+"Derivative Works" shall mean any work, whether in Source or Object form,
+that is based on (or derived from) the Work and for which the editorial
+revisions, annotations, elaborations, or other modifications represent,
+as a whole, an original work of authorship. For the purposes of this License,
+Derivative Works shall not include works that remain separable from,
+or merely link (or bind by name) to the interfaces of, the Work and
+Derivative Works thereof.
+
+"Contribution" shall mean any work of authorship, including the original
+version of the Work and any modifications or additions to that Work or
+Derivative Works thereof, that is intentionally submitted to Licensor
+for inclusion in the Work by the copyright owner or by an individual or
+Legal Entity authorized to submit on behalf of the copyright owner.
+For the purposes of this definition, "submitted" means any form of
+electronic, verbal, or written communication sent to the Licensor or
+its representatives, including but not limited to communication on
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+"Contributor" shall mean Licensor and any individual or Legal Entity
+on behalf of whom a Contribution has been received by Licensor and
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+
+"Tizen Certified Platform" shall mean a software platform that complies
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+2. Grant of Copyright License. Subject to the terms and conditions of
+this License, each Contributor hereby grants to You a perpetual,
+worldwide, non-exclusive, no-charge, royalty-free, irrevocable
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+4. Redistribution. You may reproduce and distribute copies of the
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+
+ 1. You must give any other recipients of the Work or Derivative Works
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+ 2. You must cause any modified files to carry prominent notices stating
+ that You changed the files; and
+ 3. You must retain, in the Source form of any Derivative Works that
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+5. Submission of Contributions. Unless You explicitly state otherwise,
+any Contribution intentionally submitted for inclusion in the Work
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+this License, without any additional terms or conditions.
+Notwithstanding the above, nothing herein shall supersede or modify
+the terms of any separate license agreement you may have executed
+with Licensor regarding such Contributions.
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+6. Trademarks. This License does not grant permission to use the trade
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+whether in tort (including negligence), contract, or otherwise,
+unless required by applicable law (such as deliberate and grossly
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+of your accepting any such warranty or additional liability.
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+APPENDIX: How to apply the Flora License to your work
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+To apply the Flora License to your work, attach the following
+boilerplate notice, with the fields enclosed by brackets "[]"
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+ Copyright [yyyy] [name of copyright owner]
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+ Licensed under the Flora License, Version 1.1 (the "License");
+ you may not use this file except in compliance with the License.
+ You may obtain a copy of the License at
+
+ http://floralicense.org/license/
+
+ Unless required by applicable law or agreed to in writing, software
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+
diff --git a/project/NOTICE b/project/NOTICE
new file mode 100644
index 0000000..092bc04
--- /dev/null
+++ b/project/NOTICE
@@ -0,0 +1,4 @@
+Copyright (c) 2013 Samsung Electronics Co., Ltd. All rights reserved.
+Except as noted, this software is licensed under Flora License, Version 1.1
+Please, see the LICENSE.Flora file for Flora License, Version 1.1 terms and conditions.
+
diff --git a/project/config.xml b/project/config.xml
new file mode 100644
index 0000000..6ba265a
--- /dev/null
+++ b/project/config.xml
@@ -0,0 +1,10 @@
+
+
+
+
+
+ Sensor Ball
+
+
+
+
diff --git a/project/css/style.css b/project/css/style.css
new file mode 100644
index 0000000..9146e9b
--- /dev/null
+++ b/project/css/style.css
@@ -0,0 +1,52 @@
+html, body {
+ margin: 0px;
+ padding: 0px;
+}
+
+body {
+ overflow: hidden;
+}
+
+.ui-content{
+ background-size: 100%;
+}
+
+.background1 {
+ background-image: url('../images/background1.jpg');
+}
+
+.background2 {
+ background-image: url('../images/background2.jpg');
+}
+
+.background3 {
+ background-image: url('../images/background3.jpg');
+ background-color: #000;
+ overflow: hidden;
+}
+
+.ball {
+ position: absolute;
+ left: 0px;
+ top: 0px;
+ width: 86px;
+ height: 86px;
+}
+
+.sun {
+ position: absolute;
+ width: 86px;
+ height: 86px;
+ left: 0px;
+ top: 0px;
+ z-index:50;
+}
+
+#main {
+ width: 100%;
+ height: 100%;
+}
+
+.ui-tabbar-margin-back {
+ margin-right:0 !important;
+}
diff --git a/project/icon.png b/project/icon.png
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diff --git a/project/images/background1.jpg b/project/images/background1.jpg
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diff --git a/project/images/background2.jpg b/project/images/background2.jpg
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diff --git a/project/images/background3.jpg b/project/images/background3.jpg
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diff --git a/project/images/background3.png b/project/images/background3.png
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diff --git a/project/images/ball1.png b/project/images/ball1.png
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diff --git a/project/images/balloon.png b/project/images/balloon.png
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diff --git a/project/images/earth.png b/project/images/earth.png
new file mode 100755
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diff --git a/project/images/face.png b/project/images/face.png
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diff --git a/project/images/sun.png b/project/images/sun.png
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diff --git a/project/index.html b/project/index.html
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index 0000000..56db864
--- /dev/null
+++ b/project/index.html
@@ -0,0 +1,45 @@
+
+
+
+
+
+
+Sensor ball
+
+
+
+
+
+
+
+
+
+
Sensor ball
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/project/js/main.js b/project/js/main.js
new file mode 100644
index 0000000..df5b632
--- /dev/null
+++ b/project/js/main.js
@@ -0,0 +1,532 @@
+/*
+ * Copyright 2013 Samsung Electronics Co., Ltd
+ *
+ * Licensed under the Flora License, Version 1.1 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://floralicense.org/license/
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+/*global $: false, tizen: false, navigator: false, app: true*/
+
+var app = {
+ sensor: null,
+ R: 2000.0, // // gravity constant * m * M
+
+ gameWidth: 0,
+ gameHeight: 0,
+ ballWidth: 0,
+ ballHeight: 0,
+ sunWidth: 0,
+ sunHeight: 0,
+ ballX: 0,
+ ballY: 0,
+ dX: 0,
+ dY: 0,
+ sunX: 0,
+ sunY: 0,
+
+ backgroundWidth: 0,
+ backgroundHeight: 0,
+ backgroundTop: 0,
+ backgroundLeft: 0,
+
+ resistance: 0.98, // air
+ friction: 0.90, // bounce
+ sideFriction: 0.95,
+ frictionC: 0.002,
+ repulse: 0.6,
+ cdd: -0.3,
+
+ timeout: null,
+ current: 'ball',
+ event: null,
+ animationInterval: 40,
+
+ /**
+ * Draw earth background position
+ * @param {int} x current x earth position
+ * @param {int} y current y earth position
+ */
+ earthUpdateBackgroundPosition: function earthUpdateBackgroundPosition(x, y) {
+ "use strict";
+ var rX, rY,
+ cX, cY,
+ tX, tY,
+ bdX, bdY,
+ br;
+
+ rX = -30.0;
+ rY = -30.0;
+
+ cX = (this.gameWidth - this.backgroundWidth) / 2;
+ cY = (this.gameHeight - this.backgroundHeight) / 2;
+
+ tX = cX + (-x * rX);
+ tY = cY + (y * rY);
+
+ bdX = tX - this.backgroundLeft;
+ bdY = tY - this.backgroundTop;
+
+ br = 0.2;
+
+ this.backgroundLeft += bdX * br;
+ this.backgroundTop += bdY * br;
+
+ $('.background').css('background-position', (this.backgroundLeft - 330) + 'px ' + (this.backgroundTop - 330) + 'px');
+ },
+
+ /**
+ * Draw sun position
+ * @param {int} x current x earth position
+ * @param {int} y current y earth position
+ */
+ earthUpdateSunPosition: function earthUpdateSunPosition(x, y) {
+ "use strict";
+ var rX, rY,
+ cX, cY,
+ tX, tY,
+ bdX, bdY,
+ br;
+
+ rX = -8.0;
+ rY = -8.0;
+
+ cX = (this.gameWidth - this.sunWidth) / 2;
+ cY = (this.gameHeight - this.sunHeight) / 2;
+
+ tX = cX + (-x * rX);
+ tY = cY + (y * rY);
+
+ bdX = tX - this.sunX;
+ bdY = tY - this.sunY;
+
+ br = 0.2;
+
+ this.sunX += bdX * br;
+ this.sunY += bdY * br;
+
+ $('#sun').css('left', this.sunX + 'px');
+ $('#sun').css('top', this.sunY + 'px');
+ $('#sun').show();
+ },
+
+ /**
+ * Deceleration - used when the earth leaves the Sun's gravitation
+ */
+ deceleration: function deceleration() {
+ "use strict";
+ this.dX *= 0.6;
+ this.dY *= 0.6;
+ },
+
+ /**
+ * Draw the next animation frame for the 'earth' tab
+ */
+ earthEvents: function earthEvents() {
+ "use strict";
+
+ var event, borderTolerance,
+ x, y,
+ dXl, dYl,
+ d,
+ d2,
+ ddx, ddy,
+ ratio;
+
+ event = this.event;
+ borderTolerance = 30; // when Earth reach a border, then Earth is "moving"
+
+ x = -event.accelerationIncludingGravity.x;
+ y = -event.accelerationIncludingGravity.y;
+
+ // calculate X and Y distances between the Sun and Earth
+ dXl = (this.sunX + this.sunWidth / 2 - (this.ballX + (this.ballWidth / 2))); // x distance
+ dYl = (this.sunY + this.sunHeight / 2 - (this.ballY + (this.ballHeight / 2))); // y distance
+
+ if (Math.abs(dXl) < 1) {
+ dXl = dXl < 0 ? -1 : 1; // round to 1 * sign
+ }
+ if (Math.abs(dYl) < 1) {
+ dYl = dYl < 0 ? -1 : 1; // round to 1 * sign
+ }
+
+ // distance squared
+ d2 = Math.pow(dXl, 2) + Math.pow(dYl, 2);
+ // distance
+ d = Math.sqrt(d2);
+
+ // acceleration is proportional to 1/d2 [a=GM/r^2]
+ // X component is also proportional to dXl / d
+ ddx = (this.R * dXl) / (d2 * d);
+ ddy = (this.R * dYl) / (d2 * d);
+
+ // apply acceleration to speed
+ this.dX += ddx;
+ this.dY += ddy;
+
+ ratio = Math.sqrt(Math.pow(this.dX, 2) + Math.pow(this.dY, 2)) / 25; // max speed
+ if (ratio > 1) { // speed limit achieved
+ this.dX /= ratio;
+ this.dY /= ratio;
+ }
+
+ // apply speed to Earth position
+ this.ballX += this.dX;
+ this.ballY += this.dY;
+
+ // What do it when the earth leaves gravitation of the Sun?;
+ if (this.ballX > (this.gameWidth + borderTolerance)) {
+ this.ballX = -borderTolerance; this.deceleration();
+ }
+ if (this.ballY > (this.gameHeight + borderTolerance)) {
+ this.ballY = -borderTolerance; this.deceleration();
+ }
+ if (this.ballX < -borderTolerance) {
+ this.ballX = this.gameWidth + borderTolerance; this.deceleration();
+ }
+ if (this.ballY < -borderTolerance) {
+ this.ballY = this.gameHeight + borderTolerance; this.deceleration();
+ }
+
+ // update Earth position
+ $('.ball').css('left', this.ballX + 'px');
+ $('.ball').css('top', this.ballY + 'px');
+
+ // relative depth Sun / Earth
+ if (this.dY > 0) {
+ $('.ball').css('z-index', 100);
+ } else {
+ $('.ball').css('z-index', 20);
+ }
+
+ this.earthUpdateBackgroundPosition(x, y);
+ this.earthUpdateSunPosition(x, y);
+ },
+
+ /**
+ * Checks if the ball already was on the edge in the previous step
+ *
+ * If so, this is not a 'real' bounce - the ball is just laying on the edge
+ * Uses globals: ballX, ballY, ballWidth, ballHeight, gameWidth, gameHeight
+ *
+ * @return {Object}
+ */
+ shouldVibrateIfHitsEdge: function shouldVibrateIfHitsEdge() {
+ "use strict";
+ var ret = {
+ x: true,
+ y: true
+ };
+
+ if (this.ballX <= 0) {
+ ret.x = false;
+ } else if ((this.ballX + this.ballWidth) >= this.gameWidth) {
+ ret.x = false;
+ }
+ if (this.ballY <= 0) {
+ ret.y = false;
+ } else if ((this.ballY + this.ballHeight) >= this.gameHeight) {
+ ret.y = false;
+ }
+
+ return ret;
+ },
+
+ /**
+ * Draw the next animation frame for the 'ball' tab
+ */
+ ballEvents: function ballEvents() {
+ "use strict";
+ var event,
+ x,
+ y,
+ stickTop = 0,
+ stickLeft = 0,
+ stickBottom = 0,
+ stickRight = 0,
+ rX,
+ rY,
+ ddx,
+ ddy,
+ shouldVibrate = null,
+ isHittingEdge = null;
+
+ event = this.event;
+
+ x = -event.accelerationIncludingGravity.x;
+ y = -event.accelerationIncludingGravity.y;
+
+ stickTop = 0;
+ stickLeft = 0;
+ stickBottom = 0;
+ stickRight = 0;
+
+ rX = this.ballX;
+ rY = this.ballY;
+ ddx = x * -this.cdd;
+ ddy = y * this.cdd;
+ this.dX += ddx;
+ this.dY += ddy;
+ this.dX *= this.resistance;
+ this.dY *= this.resistance;
+
+ shouldVibrate = this.shouldVibrateIfHitsEdge();
+
+ this.ballX += this.dX;
+ this.ballY += this.dY;
+
+ if (this.ballX < 0) {
+ this.ballX = 0;
+ this.dX = Math.abs(this.dX) * this.friction - this.frictionC;
+ this.dY *= this.sideFriction;
+ stickLeft = 1;
+ } else if ((this.ballX + this.ballWidth) > this.gameWidth) {
+ this.ballX = this.gameWidth - this.ballWidth;
+ this.dX = -Math.abs(this.dX) * this.friction + this.frictionC;
+ this.dY *= this.sideFriction;
+ stickRight = 1;
+ if (this.ballX < 0) {
+ this.ballX = 0;
+ }
+ }
+
+ if (this.ballY < 0) {
+ this.ballY = 0;
+ this.dY = Math.abs(this.dY) * this.friction - this.frictionC;
+ this.dX *= this.sideFriction;
+ stickTop = 1;
+ } else if ((this.ballY + this.ballHeight) > this.gameHeight) {
+ this.ballY = this.gameHeight - this.ballHeight;
+ this.dY = -Math.abs(this.dY) * this.friction + this.frictionC;
+ this.dX *= this.sideFriction;
+ stickBottom = 1;
+ if (this.ballY < 0) {
+ this.ballY = 0;
+ }
+ }
+
+ isHittingEdge = {
+ x: (stickLeft || stickRight) && Math.abs(this.dX) > 1,
+ y: (stickTop || stickBottom) && Math.abs(this.dY) > 1
+ };
+
+ // if on the edge and the hitting speed is high enough
+ if ((shouldVibrate.x && isHittingEdge.x) || (shouldVibrate.y && isHittingEdge.y)) {
+ if (typeof navigator.webkitVibrate === 'function') {
+ navigator.webkitVibrate(100);
+ } else {
+ navigator.vibrate(100);
+ }
+ }
+
+ $('.ball').css('left', this.ballX + 'px');
+ $('.ball').css('top', this.ballY + 'px');
+
+ rX = this.ballX - rX;
+ rY = this.ballY - rY;
+
+ },
+
+ /**
+ * Draw the next animation frame
+ */
+ fun: function fun() {
+ "use strict";
+ if (this.event) {
+ switch (this.current) {
+ case 'ball':
+ this.ballEvents();
+ break;
+ case 'earth':
+ this.earthEvents();
+ break;
+ case 'baloon':
+ this.ballEvents();
+ break;
+ default:
+ console.warn("Incorrect current mode");
+ this.ballEvents();
+ }
+ }
+
+ // animation - go to next step;
+ if (this.timeout !== null) {
+ clearTimeout(this.timeout);
+ }
+ this.timeout = setTimeout(this.fun.bind(this), this.animationInterval);
+ },
+
+ /**
+ * Switch to the 'ball' tab
+ */
+ startBall: function startBall() {
+ "use strict";
+
+ $('.ui-content').removeClass('background1 background2 background3').addClass('background1');
+ $(':jqmData(role="controlbar")').find('.ui-btn').removeClass('ui-btn-hover-s ui-btn-down-s');
+ this.gameHeight = $('.background').outerHeight();
+
+ this.cdd = -0.3;
+ this.resistance = 0.98;
+ this.friction = 0.90;
+ this.sideFriction = 0.95;
+ this.frictionC = 0.002;
+
+ this.current = 'ball';
+
+ $('#sun').remove();
+ $('.ball').attr('src', './images/ball1.png');
+ $('.ball').css('width', '86px');
+ $('.ball').css('height', '86px');
+
+ $('.background').css('background-position', '0px -90px');
+
+ this.ballWidth = parseInt($('.ball').css('width'), 10);
+ this.ballHeight = parseInt($('.ball').css('height'), 10);
+ },
+
+ /**
+ * Switch to the 'sky' tab
+ */
+ startSky: function startSky() {
+ "use strict";
+ $('.ui-content').removeClass('background1 background2 background3').addClass('background2');
+ $(':jqmData(role="controlbar")').find('.ui-btn').removeClass('ui-btn-hover-s ui-btn-down-s');
+ this.gameHeight = $('.background').outerHeight();
+
+ this.cdd = 0.05;
+ this.resistance = 0.90;
+ this.friction = 0.98;
+ this.sideFriction = 0.95;
+ this.frictionC = 0.002;
+
+ this.current = 'baloon';
+
+ $('#sun').remove();
+ $('.ball').attr('src', './images/balloon.png');
+ $('.ball').css('width', '100px');
+ $('.ball').css('height', '100px');
+
+ $('.background').css('background-position', '0px -80px');
+
+ this.ballWidth = parseInt($('.ball').css('width'), 10);
+ this.ballHeight = parseInt($('.ball').css('height'), 10);
+ },
+
+ /**
+ * Switch to the 'space' tab
+ */
+ startSpace: function startSpace() {
+ "use strict";
+ var backgroundPosition, arrayPos;
+
+ $('.ui-content').removeClass('background1 background2 background3').addClass('background3');
+ $(':jqmData(role="controlbar")').find('.ui-btn').removeClass('ui-btn-hover-s ui-btn-down-s');
+
+ this.gameHeight = $('.background').outerHeight();
+
+ this.friction = 0.60; // bounce
+ this.sideFriction = 0.95;
+ this.frictionC = 0.0;
+
+ this.current = 'earth';
+
+ $('.ball').attr('src', './images/earth.png');
+ $('#main').append('');
+
+ this.sunX = (this.gameWidth - parseInt($('#sun').css('width'), 10)) / 2;
+ this.sunY = (this.gameHeight - parseInt($('#sun').css('height'), 10)) / 2;
+ $('.ball').css('width', '50px');
+ $('.ball').css('height', '50px');
+
+ $('.background').css('background-position', '0px 0px');
+
+ this.ballWidth = parseInt($('.ball').css('width'), 10);
+ this.ballHeight = parseInt($('.ball').css('height'), 10);
+ this.sunWidth = parseInt($('#sun').css('width'), 10);
+ this.sunHeight = parseInt($('#sun').css('height'), 10);
+
+ backgroundPosition = $('.background').css('background-position');
+
+ arrayPos = backgroundPosition.split(' ');
+ this.backgroundTop = parseInt(arrayPos[0], 10);
+ this.backgroundLeft = parseInt(arrayPos[1], 10);
+ this.backgroundWidth = parseInt($('.background').css('width'), 10);
+ this.backgroundHeight = parseInt($('.background').css('height'), 10);
+ },
+
+ saveSensorData: function saveSensorData(event) {
+ "use strict";
+ this.event = event;
+ }
+};
+
+$(document).ready(function () {
+ "use strict";
+ var img,
+ contentHeight = screen.availHeight - $('div[data-role="header"]').outerHeight() - $('div[data-role="footer"]').outerHeight();
+
+ $('div[data-role="content"]').css('height', contentHeight - 33);
+ app.gameWidth = screen.availWidth;
+ app.ballWidth = parseInt($('.ball').css('width'), 10);
+ app.ballHeight = parseInt($('.ball').css('height'), 10);
+
+ window.addEventListener('devicemotion', app.saveSensorData.bind(app), false);
+
+ app.fun();
+
+ $(window).on('tizenhwkey', function (e) {
+ if (e.originalEvent.keyName === "back") {
+ tizen.application.getCurrentApplication().exit();
+ }
+ });
+
+ $('#btnBall').bind('click', function (event) {
+ preventSecClick(this);
+ app.startBall();
+ });
+
+ $('#btnSky').bind('click', function (event) {
+ preventSecClick(this);
+ app.startSky();
+ });
+
+ $('#btnSpace').bind('click', function () {
+ preventSecClick(this);
+ app.startSpace();
+ });
+
+ function preventSecClick(current) {
+ $('#sun').remove();
+ $("#footerControls li a.ui-disabled").removeClass('ui-disabled');
+ $(current).addClass("ui-disabled");
+ }
+
+ $('#mainPage').on('pageshow', function () {
+ app.startBall();
+ });
+
+ document.addEventListener('webkitvisibilitychange', function (event) {
+ if (document.webkitVisibilityState === 'visible') {
+ app.fun();
+ }
+ });
+
+ // Preload backgrounds;
+ img = $('').hide();
+ img.attr('src', 'images/background1.png');
+});
+
+$(window).resize(function () {
+ 'use strict';
+ app.gameWidth = screen.availWidth;
+ app.gameHeight = $('.background').outerHeight();
+});
diff --git a/sensorball-snapshot.png b/sensorball-snapshot.png
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diff --git a/tizen-app-template.xml b/tizen-app-template.xml
new file mode 100755
index 0000000..b74421c
--- /dev/null
+++ b/tizen-app-template.xml
@@ -0,0 +1,12 @@
+
+
+ SensorBall
+ TIZEN
+
+ description.xml
+
+
+
+
+
+
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diff --git a/tizen_64.png b/tizen_64.png
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