void Start() { FutileParams fparms = new FutileParams(true,true,false,false); fparms.AddResolutionLevel(480.0f,1.0f,1.0f,"_Scale1"); fparms.origin = new Vector2(0.5f,0.5f); Futile.instance.Init(fparms); Futile.atlasManager.LoadAtlas("Atlases/Physics"); FSprite rigidBox = new FSprite("box.png"); Futile.stage.AddChild(rigidBox); new FPRigidBody(rigidBox); FSprite staticBody = new FSprite("box.png"); staticBody.y = staticBody.y - 100.0f; Futile.stage.AddChild(staticBody); new FPStaticBody(staticBody); for(int x = 0; x< 100; x++) { FSprite ball = new FSprite("ball.png"); ball.y = ball.y + 170.0f; ball.x = Random.Range(-Screen.width/4, Screen.width/4); ball.width = 10; ball.height = 10; Futile.stage.AddChild(ball); FPRigidBody ballBody = new FPRigidBody(ball, FPRigidBody.BodyShape.CIRCLE); ballBody.velocity = new Vector3(0.0f, -50.0f,0.0f); } FPhysics.instance.Init(true,true,true,true); FPhysics.instance.gravity = new Vector3(0.0f,-9.8f,0.0f); }
/** * @brief Initial setup when game is started. **/ void CreateBoxes() { for (int i = 0; i < numberOfBoxesX; i++) { for (int j = 0; j < numberOfBoxesZ; j++) { GameObject box = FPS_Manager.SyncedInstantiate(this.boxPrefab, TSVector.zero, TSQuaternion.identity); FPRigidBody body = box.GetComponent <FPRigidBody>(); //body.position = new KBEngine.TSVector(i * 2 - 5, 1, j * 2); body.position = new KBEngine.TSVector(-i * 0.4f + 1, 0.6f, -2 - j * 0.4f); } } }
/** * @brief Initial setup when game is started. **/ public void Start() { //CBGlobalEventDispatcher.Instance.AddEventListener((int)EVENT_ID.EVENT_FRAME_TICK, OnSyncedUpdate); //KBEngine.Event.registerOut("recieveFrameTick", this, "OnSyncedUpdate"); FPRigidBody = GetComponent <FPRigidBody>(); FPTransform = GetComponent <FPTransform>(); anim = GetComponent <Animator>(); Debug.Log("PlayerContorl::start:" + FPRigidBody + ",FPTransform:" + FPTransform + ",anim:" + anim); // if is first player then changes ball's color to black }
/** * @brief Returns the {@link FPTransform} attached. */ public override void OnSyncedUpdate() { if (destroyTime <= 0) { //FPS_Manager.SyncedDestroy(this.gameObject); } if (OnceForce) { OnceForce = false; FPRigidBody.AddForce(direction * speed, ForceMode.Impulse); } destroyTime -= FPS_Manager.instance.Config.lockedTimeStep; //Debug.Log("Projectile:OnSyncedUpdate"); }
void Start() { FPRigidBody = GetComponent <FPRigidBody>(); //FPRigidBody.position = new KBEngine.TSVector(-2, 1, 16); //StartCoroutine(UpdateCorutine()); }