* event will the author be liable for any lost revenue or profits or
* other special, indirect and consequential damages.
*
- * This mode shows a auto-solving rubik's cube "puzzle". If somebody
+ * This mode shows an auto-solving rubik's cube "puzzle". If somebody
* intends to make a game or something based on this code, please let me
* know first, my e-mail address is provided in this comment. Marcelo.
*
* Marcelo F. Vianna (Jul-31-1997)
*
* Revision History:
+ * 26-Sep-98: Added some more movement (the cube do not stays in the screen
+ * center anymore. Also fixed the scale problem imediatelly after
+ * shuffling when the puzzle is solved.
* 08-Aug-97: Now has some internals from xrubik by David Bagley
* This should make it easier to add features.
* 02-Aug-97: Now behaves more like puzzle.c: first show the cube being
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
# include "xlock.h" /* from the xlockmore distribution */
+# include "vis.h"
#endif /* !STANDALONE */
#ifdef USE_GL
ModStruct rubik_description =
{"rubik", "init_rubik", "draw_rubik", "release_rubik",
"draw_rubik", "change_rubik", NULL, &rubik_opts,
- 1000, -30, 5, -6, 4, 1.0, "",
+ 10000, -30, 5, -6, 4, 1.0, "",
"Shows an auto-solving Rubik's Cube", 0, NULL};
#endif
RubikLoc *rowLoc[MAXORIENT];
RubikMove movement;
GLfloat rotatestep;
+ GLfloat PX, PY, VX, VY;
GLXContext *glx_context;
int AreObjectsDefined[1];
} rubikstruct;
evalmovement(mi, move);
rp->moves[i] = move;
}
+ rp->VX = 0.05;
+ if (NRAND(100) < 50)
+ rp->VX *= -1;
+ rp->VY = 0.05;
+ if (NRAND(100) < 50)
+ rp->VY *= -1;
rp->movement.face = NO_FACE;
rp->rotatestep = 0;
rp->action = hideshuffling ? ACTION_SOLVE : ACTION_SHUFFLE;
rp = &rubik[screen];
rp->step = NRAND(90);
+ rp->PX = ((float) LRAND() / (float) RAND_MAX) * 2 - 1;
+ rp->PY = ((float) LRAND() / (float) RAND_MAX) * 2 - 1;
+
if ((rp->glx_context = init_GL(mi)) != NULL) {
reshape(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
void
draw_rubik(ModeInfo * mi)
{
+ int bounced = 0;
+
rubikstruct *rp = &rubik[MI_SCREEN(mi)];
Display *display = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
+ MI_IS_DRAWN(mi) = True;
+
if (!rp->glx_context)
return;
glTranslatef(0.0, 0.0, -10.0);
+ rp->PX += rp->VX;
+ rp->PY += rp->VY;
+
+ if (rp->PY < -1) {
+ rp->PY += (-1) - (rp->PY);
+ rp->VY = -rp->VY;
+ bounced = 1;
+ }
+ if (rp->PY > 1) {
+ rp->PY -= (rp->PY) - 1;
+ rp->VY = -rp->VY;
+ bounced = 1;
+ }
+ if (rp->PX < -1) {
+ rp->PX += (-1) - (rp->PX);
+ rp->VX = -rp->VX;
+ bounced = 1;
+ }
+ if (rp->PX > 1) {
+ rp->PX -= (rp->PX) - 1;
+ rp->VX = -rp->VX;
+ bounced = 1;
+ }
+ if (bounced) {
+ rp->VX += ((float) LRAND() / (float) RAND_MAX) * 0.02 - 0.01;
+ rp->VX += ((float) LRAND() / (float) RAND_MAX) * 0.02 - 0.01;
+ if (rp->VX > 0.06)
+ rp->VX = 0.06;
+ if (rp->VY > 0.06)
+ rp->VY = 0.06;
+ if (rp->VX < -0.06)
+ rp->VX = -0.06;
+ if (rp->VY < -0.06)
+ rp->VY = -0.06;
+ }
if (!MI_IS_ICONIC(mi)) {
+ glTranslatef(rp->PX, rp->PY, 0);
glScalef(Scale4Window * rp->WindH / rp->WindW, Scale4Window, Scale4Window);
} else {
glScalef(Scale4Iconic * rp->WindH / rp->WindW, Scale4Iconic, Scale4Iconic);
glRotatef(rp->step * 95, 0, 1, 0);
glRotatef(rp->step * 90, 0, 0, 1);
+ draw_cube(mi);
+ glXSwapBuffers(display, window);
+
if (rp->action == ACTION_SHUFFLE) {
if (rp->done) {
if (++rp->rotatestep > DELAY_AFTER_SHUFFLING) {
}
}
- draw_cube(mi);
-
glPopMatrix();
glFlush();
- glXSwapBuffers(display, window);
-
rp->step += 0.05;
}