gel.demos: Update code to use new openGL updates.
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@@ -102,13 +102,14 @@ begin
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--- Ball
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--
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the_Ball : constant gel.Sprite.view
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:= gel.Forge.new_circle_Sprite (in_World => the_Applet.World,
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Site => [0.0, 0.0],
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Mass => 1.0,
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:= gel.Forge.new_circle_Sprite (Name => "Ball",
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in_World => the_Applet.World,
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Site => [0.0, 0.0, 0.0],
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Mass => 0.2,
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Bounce => 1.0,
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Friction => 0.0,
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Radius => 0.5,
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Color => Grey,
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Color => (Grey, openGL.Opaque),
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Texture => openGL.to_Asset ("assets/opengl/texture/Face1.bmp"));
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court_Width : constant := 30.0;
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@@ -140,8 +141,9 @@ begin
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the_Player : Player renames the_Players (Id);
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score_Site : constant Vector_2 := Site + [0.0, court_Height / 2.0 + 0.8];
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begin
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the_Player.Paddle := gel.Forge.new_rectangle_Sprite (the_Applet.World,
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Site => Site,
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the_Player.Paddle := gel.Forge.new_rectangle_Sprite (in_World => the_Applet.World,
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Name => "Paddle" & Id'Image,
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Site => Vector_3 (Site & 0.0),
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Mass => 0.0,
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Bounce => 1.0,
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Friction => 0.0,
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@@ -149,17 +151,22 @@ begin
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Height => 3.0,
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Color => Red);
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the_Player.score_Text := gel.Forge.new_text_Sprite (the_Applet.World,
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Origin_3D,
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" 0",
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the_Applet.Font,
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Green);
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the_Player.score_Text := gel.Forge.new_text_Sprite (in_World => the_Applet.World,
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Site => Origin_3D,
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Text => " 0",
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Font => the_Applet.Font,
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Color => Green,
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Size => ([1.0, 1.0, 1.0]));
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the_Player.score_Model := openGL.Model.text.view (the_Player.score_Text.graphics_Model);
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-- the_Player.score_Model.
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the_Applet.World.add (the_Player.Paddle);
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the_Applet.World.add (the_Player.score_Text);
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the_Player.score_Text.Site_is (Vector_3 (score_Site & 0.0));
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the_Player.score_Text.Scale_is ([50.0, 50.0, 50.0]);
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-- the_Player.score_Text.graphics_Model.
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end add_Player;
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@@ -170,8 +177,9 @@ begin
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Height : in Real)
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is
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the_Wall : constant gel.Sprite.view
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:= gel.Forge.new_rectangle_Sprite (the_Applet.World,
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Site => Site,
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:= gel.Forge.new_rectangle_Sprite (in_World => the_Applet.World,
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Name => "Wall",
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Site => Vector_3 (Site & 0.0),
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Mass => 0.0,
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Bounce => 1.0,
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Friction => 0.0,
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@@ -269,7 +277,7 @@ begin
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declare
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Light : openGL.Light.item := the_Applet.Renderer.new_Light;
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begin
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Light.Site_is ([0.0, -1000.0, 0.0]);
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Light.Site_is ([0.0, 0.0, 1.0]);
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the_Applet.Renderer.set (Light);
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end;
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@@ -387,6 +395,8 @@ begin
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if the_Player.moving_Down then the_Player.Paddle.Site_is (the_Player.Paddle.Site - paddle_Speed); end if;
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end;
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end loop;
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delay 1.0 / 60.0;
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end loop;
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free (the_Applet);
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