view Renderer/Application/vacuum.h @ 507:735f76483bb2

Reorganization..
author Shinji KONO <kono@ie.u-ryukyu.ac.jp>
date Mon, 12 Oct 2009 09:39:35 +0900
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#ifndef VACUUM_H
#define VACUUM_H

#include "SGList.h"
#include "SceneGraphRoot.h"

void cube_move_left(SceneGraphPtr node, int screen_w, int screen_h);
void cube_move_right(SceneGraphPtr node, int screen_w, int screen_h);
void no_move_idle(SceneGraphPtr node, int screen_w, int screen_h);
void cube_collision_idle(SceneGraphPtr node, int screen_w, int screen_h,SceneGraphPtr tree);
void cube_collision(SceneGraphPtr node, int screen_w, int screen_h,SceneGraphPtr tree);
void cube_split(SceneGraphPtr root,SceneGraphPtr tree);
void vacuum_move(SceneGraphPtr node, int w, int h);
void vacuum_coll(SceneGraphPtr node, int w, int h,SceneGraphPtr tree);
void title_idle(SceneGraphPtr node, int screen_w, int screen_h);
void title_collision(SceneGraphPtr node, int screen_w, int screen_h,SceneGraphPtr tree);
void scene_change(int w,int h,SceneGraphPtr node);
void gameover_idle(SceneGraphPtr node, int screen_w, int screen_h);
void gameover_collision(SceneGraphPtr node, int screen_w, int screen_h,SceneGraphPtr tree);
void collision_red(SceneGraphIteratorPtr it,SceneGraphPtr node);
void collision_purple(SceneGraphIteratorPtr it,SceneGraphPtr node,int w,int h);
void gameover_scene(int w,int h, SceneGraphPtr node);
void add_cubecollision_object(int id,SceneGraphPtr root,int w,int h);
void lock_attack(SceneGraphPtr node,SceneGraphIteratorPtr it);
void lockon_collision(SceneGraphPtr node,int w,int h,SceneGraphPtr tree);
void cube_rotate(SceneGraphPtr node,int w,int h);

#endif