refactoring of project folder and some little bugfixes
This commit is contained in:
parent
fcc7a81d2d
commit
58e0ff3c2e
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@ -14,11 +14,11 @@ find_package(LibProf 2.4 REQUIRED)
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set(SOURCES
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src/main.cpp
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src/circle.cpp
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src/poly.cpp
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src/filledcircle.cpp
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src/filledpoly.cpp
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src/line.cpp
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src/Shaders/circle.cpp
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src/Shaders/poly.cpp
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src/Shaders/filledcircle.cpp
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src/Shaders/filledpoly.cpp
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src/Shaders/line.cpp
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# ...
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)
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# Shared assets, fx-9860G-only assets and fx-CG-50-only assets
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@ -4,8 +4,8 @@
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#include "gint/defs/types.h"
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#include "gint/display-cg.h"
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#include "stdint-gcc.h"
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#include "utilities.h"
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#include "vector2D.h"
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#include "../Utilities/utilities.h"
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#include "../Utilities/vector2D.h"
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#include <num/num.h>
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#include <vector>
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@ -1,7 +1,7 @@
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#ifndef SIMULATIONS_H
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#define SIMULATIONS_H
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#include "vector2D.h"
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#include "../Utilities/vector2D.h"
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#include <num/num.h>
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#include "pinball_entities.h"
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@ -2,8 +2,9 @@
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#define TABLES_H
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#include "pinball_entities.h"
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#include "utilities.h"
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#include "vector2D.h"
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#include "../Utilities/utilities.h"
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#include "../Utilities/vector2D.h"
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#include "stdint-gcc.h"
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#include <num/num.h>
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#include <vector>
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@ -16,8 +17,12 @@ libnum::num32 simWidth;
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libnum::num32 simHeight;
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extern bopti_image_t img_abyss;
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extern uint8_t CurrentSequence;
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void Setup_Table_0(void) {
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CurrentSequence = 0;
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libnum::num32 offset = libnum::num32(0.02);
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flipperHeight = libnum::num32(1.7);
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@ -105,6 +110,7 @@ void Setup_Table_0(void) {
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}
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void Setup_Table_1(void) {
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CurrentSequence = 1;
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libnum::num32 offset = libnum::num32(0.02);
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flipperHeight = libnum::num32(1.7);
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@ -202,6 +208,7 @@ void Setup_Table_1(void) {
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}
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void Setup_Table_2(void) {
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CurrentSequence = 2;
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libnum::num32 offset = libnum::num32(0.02);
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flipperHeight = libnum::num32(1.7);
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@ -313,6 +320,7 @@ void Setup_Table_2(void) {
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}
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void Setup_Table_3(void) {
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CurrentSequence = 3;
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libnum::num32 offset = libnum::num32(0.02);
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flipperHeight = libnum::num32(1.7);
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@ -436,6 +444,7 @@ void Setup_Table_3(void) {
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}
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void Setup_Table_4(void) {
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CurrentSequence = 4;
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libnum::num32 offset = libnum::num32(0.02);
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flipperHeight = libnum::num32(1.7);
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@ -503,10 +512,12 @@ void Setup_Table_4(void) {
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MyPinball.balls.push_back(Ball(ball_radius, ball_mass, ball_pos1, ball_vel1,
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0.2, RGB565_LEMONYELLOW));
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/*
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Vector2D ball_pos2(libnum::num32(1.075), libnum::num32(0.45));
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Vector2D ball_vel2(libnum::num32(0.0), libnum::num32(3.5));
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MyPinball.balls.push_back(Ball(ball_radius, ball_mass, ball_pos2, ball_vel2,
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0.2, RGB565_LEMONYELLOW));
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*/
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MyPinball.obstacles.clear();
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MyPinball.obstacles.reserve(16);
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@ -565,4 +576,147 @@ void Setup_Table_4(void) {
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MyPinball.flippers.emplace_back( flip_radius, flip_pos2, flip_length, libnum::num32(PI) + flip_restAngle, -flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT, RGB565_OCEANBLUE );
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}
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void Setup_Table_5(void) {
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CurrentSequence = 5;
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libnum::num32 offset = libnum::num32(0.02);
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flipperHeight = libnum::num32(1.7);
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cScale = libnum::num32(azrp_height) / flipperHeight;
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simWidth = libnum::num32(azrp_width) / cScale;
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simHeight = libnum::num32(azrp_height) / cScale;
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MyPinball.has_locker = true;
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MyPinball.score = 0;
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MyPinball.gravity.Set(Vector2D(libnum::num32(0.0), libnum::num32(-1.0)));
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MyPinball.sideimage = nullptr;
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MyPinball.borders.clear();
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MyPinball.borders.emplace_back( libnum::num32(0.74), libnum::num32(0.25) );
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MyPinball.borders.emplace_back( libnum::num32(0.98), libnum::num32(0.40) );
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MyPinball.borders.emplace_back( libnum::num32(0.98), libnum::num32(1.10) );
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MyPinball.borders.emplace_back( libnum::num32(1.04), libnum::num32(1.10) );
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MyPinball.borders.emplace_back( libnum::num32(1.04), libnum::num32(0.10) );
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MyPinball.borders.emplace_back( libnum::num32(1.11), libnum::num32(0.10) );
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MyPinball.borders.emplace_back( libnum::num32(1.11), libnum::num32(1.20) );
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MyPinball.borders.emplace_back( libnum::num32(0.90), libnum::num32(1.46) );
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MyPinball.borders.emplace_back( libnum::num32(0.81), libnum::num32(1.56) );
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MyPinball.borders.emplace_back( libnum::num32(0.70), libnum::num32(1.64) );
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MyPinball.borders.emplace_back( libnum::num32(0.57), libnum::num32(1.68) );
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MyPinball.borders.emplace_back( libnum::num32(0.43), libnum::num32(1.68) );
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MyPinball.borders.emplace_back( libnum::num32(0.30), libnum::num32(1.64) );
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MyPinball.borders.emplace_back( libnum::num32(0.19), libnum::num32(1.56) );
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MyPinball.borders.emplace_back( libnum::num32(0.10), libnum::num32(1.46) );
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MyPinball.borders.emplace_back( libnum::num32(0.04), libnum::num32(1.34) );
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MyPinball.borders.emplace_back( libnum::num32(0.02), libnum::num32(1.20) );
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MyPinball.borders.emplace_back( libnum::num32(0.02), libnum::num32(0.40) );
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MyPinball.borders.emplace_back( libnum::num32(0.26), libnum::num32(0.25) );
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MyPinball.borders.emplace_back( libnum::num32(0.26), libnum::num32(0.02) );
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MyPinball.borders.emplace_back( libnum::num32(0.74), libnum::num32(0.02) );
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MyPinball.has_locker = true;
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MyPinball.locker.clear();
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MyPinball.locker.emplace_back( libnum::num32(0.90), libnum::num32(1.46) );
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MyPinball.locker.emplace_back( libnum::num32(1.11), libnum::num32(1.20) );
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MyPinball.locker.emplace_back( libnum::num32(1.11), libnum::num32(1.10) );
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MyPinball.locker.emplace_back( libnum::num32(1.04), libnum::num32(1.10) );
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MyPinball.locker.emplace_back( libnum::num32(0.98), libnum::num32(1.10) );
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MyPinball.locker.emplace_back( libnum::num32(0.98), libnum::num32(1.20) );
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MyPinball.locker.emplace_back( libnum::num32(0.96), libnum::num32(1.34) );
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MyPinball.locker_is_enabled = false;
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MyPinball.Lock_radius = libnum::num(0.03);
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MyPinball.Lock_pos = Vector2D(libnum::num32(0.50), libnum::num32(1.64));
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MyPinball.Lock_color = RGB565_LEMONYELLOW;
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MyPinball.balls.clear();
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libnum::num32 ball_radius = libnum::num32(0.03);
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libnum::num32 ball_mass = libnum::num32(PI) * ball_radius * ball_radius;
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Vector2D ball_pos1(libnum::num32(1.075), libnum::num32(0.15));
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Vector2D ball_vel1(libnum::num32(0.0), libnum::num32(3.5));
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MyPinball.balls.push_back(Ball(ball_radius, ball_mass, ball_pos1, ball_vel1,
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0.2, RGB565_LEMONYELLOW));
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/*
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Vector2D ball_pos2(libnum::num32(1.075), libnum::num32(0.45));
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Vector2D ball_vel2(libnum::num32(0.0), libnum::num32(3.5));
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MyPinball.balls.push_back(Ball(ball_radius, ball_mass, ball_pos2, ball_vel2,
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0.2, RGB565_LEMONYELLOW));
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*/
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MyPinball.obstacles.clear();
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MyPinball.obstacles.reserve(16);
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MyPinball.obstacles.emplace_back( 0.06, Vector2D(libnum::num32(0.50), libnum::num32(1.45)), 1.5, RGB565_RED, 100 );
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MyPinball.obstacles.emplace_back( 0.06, Vector2D(libnum::num32(0.74), libnum::num32(1.20)), 1.5, RGB565_RED, 100 );
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MyPinball.obstacles.emplace_back( 0.06, Vector2D(libnum::num32(0.26), libnum::num32(1.20)), 1.5, RGB565_RED, 100 );
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MyPinball.obstacles.emplace_back( 0.06, Vector2D(libnum::num32(0.50), libnum::num32(0.95)), 1.5, RGB565_RED, 100 );
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MyPinball.obstacles.emplace_back( 0.04, Vector2D(libnum::num32(0.15), libnum::num32(0.80)), 1.5, RGB565_LEMONYELLOW, 25 );
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MyPinball.obstacles.emplace_back( 0.04, Vector2D(libnum::num32(0.85), libnum::num32(0.80)), 1.5, RGB565_LEMONYELLOW, 25 );
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MyPinball.obstacles.emplace_back( 0.04, Vector2D(libnum::num32(0.30), libnum::num32(0.60)), 1.5, RGB565_GREEN, 10 );
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MyPinball.obstacles.emplace_back( 0.04, Vector2D(libnum::num32(0.70), libnum::num32(0.60)), 1.5, RGB565_GREEN, 10 );
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for (int i = 0; i < MyPinball.islands.size(); i++)
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MyPinball.islands[i].clear();
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MyPinball.islands.clear();
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std::vector<Vector2D> island1;
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island1.emplace_back( libnum::num32(0.50), libnum::num32(1.15) );
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island1.emplace_back( libnum::num32(0.45), libnum::num32(1.20) );
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island1.emplace_back( libnum::num32(0.50), libnum::num32(1.25) );
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island1.emplace_back( libnum::num32(0.55), libnum::num32(1.20) );
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MyPinball.islands.push_back(island1);
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std::vector<Vector2D> island2;
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island2.emplace_back( libnum::num32(0.50), libnum::num32(0.60) );
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island2.emplace_back( libnum::num32(0.40), libnum::num32(0.80) );
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island2.emplace_back( libnum::num32(0.50), libnum::num32(0.82) );
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island2.emplace_back( libnum::num32(0.60), libnum::num32(0.80) );
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MyPinball.islands.push_back(island2);
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std::vector<Vector2D> island3;
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island3.emplace_back( libnum::num32(0.12), libnum::num32(0.45) );
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island3.emplace_back( libnum::num32(0.12), libnum::num32(0.65) );
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island3.emplace_back( libnum::num32(0.26), libnum::num32(0.37) );
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MyPinball.islands.push_back(island3);
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std::vector<Vector2D> island4;
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island4.emplace_back( libnum::num32(0.88), libnum::num32(0.65) );
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island4.emplace_back( libnum::num32(0.88), libnum::num32(0.45) );
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island4.emplace_back( libnum::num32(0.74), libnum::num32(0.37) );
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MyPinball.islands.push_back(island4);
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MyPinball.flippers.clear();
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libnum::num32 flip_radius = libnum::num32(0.03);
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libnum::num32 flip_length = libnum::num32(0.2);
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libnum::num32 flip_length_short = libnum::num32(0.12);
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libnum::num32 flip_maxRotation = libnum::num32(1.0);
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libnum::num32 flip_restAngle = libnum::num32(0.5);
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libnum::num32 flip_angularVelocity = libnum::num32(10.0);
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libnum::num32 flip_restitution = libnum::num32(0.0);
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Vector2D flip_pos1(libnum::num32(0.26), libnum::num32(0.22));
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MyPinball.flippers.emplace_back( flip_radius, flip_pos1, flip_length, -flip_restAngle, flip_maxRotation, flip_angularVelocity, flip_restitution, LEFT, RGB565_OCEANBLUE );
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Vector2D flip_pos2(libnum::num32(0.74), libnum::num32(0.22));
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MyPinball.flippers.emplace_back( flip_radius, flip_pos2, flip_length, libnum::num32(PI) + flip_restAngle, -flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT, RGB565_OCEANBLUE );
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/*
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Vector2D flip_pos3(libnum::num32(0.02), libnum::num32(1));
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MyPinball.flippers.emplace_back( flip_radius, flip_pos3, flip_length_short, -flip_restAngle, flip_maxRotation, flip_angularVelocity, flip_restitution, LEFT, RGB565_OCEANBLUE );
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Vector2D flip_pos4(libnum::num32(0.98), libnum::num32(1));
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MyPinball.flippers.emplace_back( flip_radius, flip_pos4, flip_length_short, libnum::num32(PI) + flip_restAngle, -flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT, RGB565_OCEANBLUE );
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*/
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}
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#endif
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37
src/main.cpp
37
src/main.cpp
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#include <azur/azur.h>
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#include <azur/gint/render.h>
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#include "AzurShaders.h"
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#include "./Shaders/AzurShaders.h"
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#include <gint/drivers/r61524.h>
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#include <gint/rtc.h>
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@ -29,17 +29,17 @@
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#include <num/num.h>
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#include "extrakeyboard.h"
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#include "pinball_entities.h"
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#include "simulations.h"
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#include "./Utilities/extrakeyboard.h"
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#include "./Pinball/pinball_entities.h"
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#include "./Pinball/simulations.h"
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#include "stdint-gcc.h"
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#include "tables.h"
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#include "utilities.h"
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#include "vector2D.h"
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#include "./Pinball/tables.h"
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#include "./Utilities/utilities.h"
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#include "./Utilities/vector2D.h"
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#include <vector>
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#include "tables.h"
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#include "./Pinball/tables.h"
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#include <math.h>
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#if (DEBUG_MODE)
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@ -80,8 +80,8 @@ void SetupScene(int which_table) {
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Setup_Table_3();
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else if (which_table == 4)
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Setup_Table_4();
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else
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Setup_Table_0();
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else if (which_table == 5)
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Setup_Table_5();
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cumulatedTime = 0.0f;
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}
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@ -227,7 +227,7 @@ static void get_inputs(float dt) {
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}
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/* LEFT FLIPPER */
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if (MyKeyboard.IsKeyPressed(MYKEY_F1)) {
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if (MyKeyboard.IsKeyPressed(MYKEY_F1) || MyKeyboard.IsKeyPressed(MYKEY_LEFT) ) {
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for (int i = 0; i < MyPinball.flippers.size(); i++)
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if (MyPinball.flippers[i].side == LEFT)
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MyPinball.flippers[i].touchIdentifier = libnum::num32(0);
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@ -238,7 +238,7 @@ static void get_inputs(float dt) {
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}
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/* RIGHT FLIPPER */
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if (MyKeyboard.IsKeyPressed(MYKEY_F6)) {
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if (MyKeyboard.IsKeyPressed(MYKEY_F6) || MyKeyboard.IsKeyPressed(MYKEY_RIGHT) ) {
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for (int i = 0; i < MyPinball.flippers.size(); i++)
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if (MyPinball.flippers[i].side == RIGHT)
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MyPinball.flippers[i].touchIdentifier = libnum::num32(0);
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@ -252,28 +252,29 @@ static void get_inputs(float dt) {
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if (MyKeyboard.IsKeyPressed(MYKEY_OPTN) &&
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MyKeyboard.IsKeyHoldPressed(MYKEY_F1)) {
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SetupScene(0);
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CurrentSequence = 0;
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}
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if (MyKeyboard.IsKeyPressed(MYKEY_OPTN) &&
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MyKeyboard.IsKeyHoldPressed(MYKEY_F2)) {
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SetupScene(1);
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CurrentSequence = 1;
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}
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if (MyKeyboard.IsKeyPressed(MYKEY_OPTN) &&
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MyKeyboard.IsKeyHoldPressed(MYKEY_F3)) {
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SetupScene(2);
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CurrentSequence = 2;
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}
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if (MyKeyboard.IsKeyPressed(MYKEY_OPTN) &&
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MyKeyboard.IsKeyHoldPressed(MYKEY_F4)) {
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SetupScene(3);
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CurrentSequence = 3;
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}
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if (MyKeyboard.IsKeyPressed(MYKEY_OPTN) &&
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MyKeyboard.IsKeyHoldPressed(MYKEY_F5)) {
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SetupScene(4);
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CurrentSequence = 4;
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}
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if (MyKeyboard.IsKeyPressed(MYKEY_OPTN) &&
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MyKeyboard.IsKeyHoldPressed(MYKEY_F6)) {
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SetupScene(5);
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}
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if (MyKeyboard.IsKeyHoldPressed(MYKEY_EXE)) {
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SetupScene(CurrentSequence);
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@ -322,7 +323,7 @@ int main(void) {
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// TODO : Currently Loads Table #4 that is the most complete one
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// To be adjusted by a menu and based on user input in final version
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SetupScene(4);
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SetupScene(5);
|
||||
|
||||
prof_init();
|
||||
|
||||
|
|
Loading…
Reference in New Issue