Pinball/src/tables.h

464 lines
26 KiB
C++

#ifndef TABLES_H
#define TABLES_H
#include "pinball_entities.h"
#include "utilities.h"
#include "vector2D.h"
#include <num/num.h>
#include <vector>
extern Scene MyPinball;
extern libnum::num32 flipperHeight;
extern libnum::num32 cScale;
extern libnum::num32 simWidth;
extern libnum::num32 simHeight;
extern bopti_image_t img_abyss;
void Setup_Table_0(void) {
libnum::num32 offset = libnum::num32(0.02);
flipperHeight = libnum::num32(1.7);
cScale = libnum::num32(azrp_height) / flipperHeight;
simWidth = libnum::num32(azrp_width) / cScale;
simHeight = libnum::num32(azrp_height) / cScale;
MyPinball.score = 0;
MyPinball.gravity.Set(Vector2D(libnum::num32(0.0), libnum::num32(-1.0)));
MyPinball.sideimage = nullptr;
MyPinball.borders.clear();
MyPinball.borders.push_back( Vector2D(libnum::num32(0.74), libnum::num32(0.25)));
MyPinball.borders.push_back( Vector2D(libnum::num32(1.0) - offset, libnum::num32(0.4)));
MyPinball.borders.push_back( Vector2D(libnum::num32(1.0) - offset, flipperHeight - offset));
MyPinball.borders.push_back( Vector2D(offset, flipperHeight - offset));
MyPinball.borders.push_back( Vector2D(offset, libnum::num32(0.4)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.26), libnum::num32(0.25)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.26), libnum::num32(offset)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.74), libnum::num32(offset)));
MyPinball.balls.clear();
libnum::num32 ball_radius = libnum::num32(0.03);
libnum::num32 ball_mass = libnum::num32(PI) * ball_radius * ball_radius;
Vector2D ball_pos1(libnum::num32(0.92), libnum::num32(0.5));
Vector2D ball_vel1(libnum::num32(0.2), libnum::num32(3.5));
MyPinball.balls.push_back( Ball(ball_radius, ball_mass, ball_pos1, ball_vel1, 0.2, RGB565_BLOODYRED));
Vector2D ball_pos2(libnum::num32(0.08), libnum::num32(0.5));
Vector2D ball_vel2(libnum::num32(0.2), libnum::num32(3.5));
MyPinball.balls.push_back( Ball(ball_radius, ball_mass, ball_pos2, ball_vel2, 0.2, RGB565_BLOODYRED ));
MyPinball.obstacles.clear();
MyPinball.obstacles.push_back( Obstacle(0.10, Vector2D(libnum::num32(0.25), libnum::num32(0.6)), 2.0, RGB565_OCEANBLUE, 25));
MyPinball.obstacles.push_back( Obstacle(0.10, Vector2D(libnum::num32(0.75), libnum::num32(0.5)), 2.0, RGB565_OCEANBLUE, 25));
MyPinball.obstacles.push_back( Obstacle(0.12, Vector2D(libnum::num32(0.70), libnum::num32(1.0)), 2.0, RGB565_OCEANBLUE, 25));
MyPinball.obstacles.push_back( Obstacle(0.10, Vector2D(libnum::num32(0.20), libnum::num32(1.2)), 2.0, RGB565_OCEANBLUE, 25));
for(int i=0; i<MyPinball.islands.size(); i++ ) MyPinball.islands[i].clear();
MyPinball.islands.clear();
MyPinball.flippers.clear();
libnum::num32 flip_radius = libnum::num32(0.03);
libnum::num32 flip_length = libnum::num32(0.2);
libnum::num32 flip_maxRotation = libnum::num32(1.0);
libnum::num32 flip_restAngle = libnum::num32(0.5);
libnum::num32 flip_angularVelocity = libnum::num32(10.0);
libnum::num32 flip_restitution = libnum::num32(0.0);
Vector2D flip_pos1(libnum::num32(0.26), libnum::num32(0.22));
MyPinball.flippers.push_back(Flipper(flip_radius, flip_pos1, flip_length, -flip_restAngle, flip_maxRotation, flip_angularVelocity, flip_restitution, LEFT, RGB565_LEMONYELLOW));
Vector2D flip_pos2(libnum::num32(0.74), libnum::num32(0.22));
MyPinball.flippers.push_back(Flipper( flip_radius, flip_pos2, flip_length, libnum::num32(PI) + flip_restAngle, -flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT, RGB565_LEMONYELLOW));
// Vector2D flip_pos3(libnum::num32(offset), libnum::num32(1.50));
// MyPinball.flippers.push_back(Flipper(flip_radius, flip_pos3, flip_length, -flip_restAngle, flip_maxRotation, flip_angularVelocity, flip_restitution, LEFT, RGB565_LEMONYELLOW));
// Vector2D flip_pos4(libnum::num32(1.0)-offset, libnum::num32(1.25));
// MyPinball.flippers.push_back(Flipper( flip_radius, flip_pos4, flip_length, libnum::num32(PI) + flip_restAngle, -flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT, RGB565_LEMONYELLOW));
}
void Setup_Table_1(void) {
libnum::num32 offset = libnum::num32(0.02);
flipperHeight = libnum::num32(1.7);
cScale = libnum::num32(azrp_height) / flipperHeight;
simWidth = libnum::num32(azrp_width) / cScale;
simHeight = libnum::num32(azrp_height) / cScale;
MyPinball.score = 0;
MyPinball.gravity.Set(Vector2D(libnum::num32(0.0), libnum::num32(-1.0)));
MyPinball.sideimage = nullptr;
MyPinball.borders.clear();
MyPinball.borders.push_back( Vector2D(libnum::num32(0.74), libnum::num32(0.25)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.98), libnum::num32(0.40)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.98), libnum::num32(1.20)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.96), libnum::num32(1.34)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.90), libnum::num32(1.46)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.81), libnum::num32(1.56)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.70), libnum::num32(1.64)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.57), libnum::num32(1.68)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.43), libnum::num32(1.68)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.30), libnum::num32(1.64)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.19), libnum::num32(1.56)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.10), libnum::num32(1.46)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.04), libnum::num32(1.34)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.02), libnum::num32(1.20)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.02), libnum::num32(0.40)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.26), libnum::num32(0.25)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.26), libnum::num32(0.02)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.74), libnum::num32(0.02)));
MyPinball.balls.clear();
libnum::num32 ball_radius = libnum::num32(0.03);
libnum::num32 ball_mass = libnum::num32(PI) * ball_radius * ball_radius;
Vector2D ball_pos1(libnum::num32(0.60), libnum::num32(0.5));
Vector2D ball_vel1(libnum::num32(0.2), libnum::num32(3.5));
MyPinball.balls.push_back( Ball(ball_radius, ball_mass, ball_pos1, ball_vel1, 0.2, RGB565_LEMONYELLOW));
Vector2D ball_pos2(libnum::num32(0.40), libnum::num32(0.5));
Vector2D ball_vel2(libnum::num32(-0.2), libnum::num32(3.5));
MyPinball.balls.push_back( Ball(ball_radius, ball_mass, ball_pos2, ball_vel2, 0.2, RGB565_LEMONYELLOW ));
MyPinball.obstacles.clear();
MyPinball.obstacles.push_back( Obstacle(0.08, Vector2D(libnum::num32(0.50), libnum::num32(1.45)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.08, Vector2D(libnum::num32(0.74), libnum::num32(1.20)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.08, Vector2D(libnum::num32(0.26), libnum::num32(1.20)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.08, Vector2D(libnum::num32(0.50), libnum::num32(0.95)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.13), libnum::num32(0.80)), 1.5, RGB565_LEMONYELLOW, 25));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.87), libnum::num32(0.80)), 1.5, RGB565_LEMONYELLOW, 25));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.15), libnum::num32(0.60)), 1.5, RGB565_GREEN, 10));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.85), libnum::num32(0.60)), 1.5, RGB565_GREEN, 10));
for(int i=0; i<MyPinball.islands.size(); i++ ) MyPinball.islands[i].clear();
MyPinball.islands.clear();
MyPinball.flippers.clear();
libnum::num32 flip_radius = libnum::num32(0.03);
libnum::num32 flip_length = libnum::num32(0.2);
libnum::num32 flip_maxRotation = libnum::num32(1.0);
libnum::num32 flip_restAngle = libnum::num32(0.5);
libnum::num32 flip_angularVelocity = libnum::num32(10.0);
libnum::num32 flip_restitution = libnum::num32(0.0);
Vector2D flip_pos1(libnum::num32(0.26), libnum::num32(0.22));
MyPinball.flippers.push_back(Flipper(flip_radius, flip_pos1, flip_length, -flip_restAngle, flip_maxRotation, flip_angularVelocity, flip_restitution, LEFT, RGB565_OCEANBLUE));
Vector2D flip_pos2(libnum::num32(0.74), libnum::num32(0.22));
MyPinball.flippers.push_back(Flipper( flip_radius, flip_pos2, flip_length, libnum::num32(PI) + flip_restAngle, -flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT, RGB565_OCEANBLUE));
}
void Setup_Table_2(void) {
libnum::num32 offset = libnum::num32(0.02);
flipperHeight = libnum::num32(1.7);
cScale = libnum::num32(azrp_height) / flipperHeight;
simWidth = libnum::num32(azrp_width) / cScale;
simHeight = libnum::num32(azrp_height) / cScale;
MyPinball.score = 0;
MyPinball.gravity.Set(Vector2D(libnum::num32(0.0), libnum::num32(-1.0)));
MyPinball.sideimage = nullptr;
MyPinball.borders.clear();
MyPinball.borders.push_back( Vector2D(libnum::num32(0.74), libnum::num32(0.25)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.98), libnum::num32(0.40)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.98), libnum::num32(1.20)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.96), libnum::num32(1.34)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.90), libnum::num32(1.46)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.81), libnum::num32(1.56)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.70), libnum::num32(1.64)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.57), libnum::num32(1.68)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.43), libnum::num32(1.68)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.30), libnum::num32(1.64)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.19), libnum::num32(1.56)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.10), libnum::num32(1.46)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.04), libnum::num32(1.34)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.02), libnum::num32(1.20)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.02), libnum::num32(0.40)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.26), libnum::num32(0.25)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.26), libnum::num32(0.02)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.74), libnum::num32(0.02)));
MyPinball.balls.clear();
libnum::num32 ball_radius = libnum::num32(0.03);
libnum::num32 ball_mass = libnum::num32(PI) * ball_radius * ball_radius;
Vector2D ball_pos1(libnum::num32(0.70), libnum::num32(0.5));
Vector2D ball_vel1(libnum::num32(0.2), libnum::num32(3.5));
MyPinball.balls.push_back( Ball(ball_radius, ball_mass, ball_pos1, ball_vel1, 0.2, RGB565_LEMONYELLOW));
Vector2D ball_pos2(libnum::num32(0.30), libnum::num32(0.5));
Vector2D ball_vel2(libnum::num32(-0.2), libnum::num32(3.5));
MyPinball.balls.push_back( Ball(ball_radius, ball_mass, ball_pos2, ball_vel2, 0.2, RGB565_LEMONYELLOW ));
MyPinball.obstacles.clear();
MyPinball.obstacles.push_back( Obstacle(0.06, Vector2D(libnum::num32(0.50), libnum::num32(1.45)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.06, Vector2D(libnum::num32(0.74), libnum::num32(1.20)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.06, Vector2D(libnum::num32(0.26), libnum::num32(1.20)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.06, Vector2D(libnum::num32(0.50), libnum::num32(0.95)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.13), libnum::num32(0.80)), 1.5, RGB565_LEMONYELLOW, 25));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.87), libnum::num32(0.80)), 1.5, RGB565_LEMONYELLOW, 25));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.15), libnum::num32(0.60)), 1.5, RGB565_GREEN, 10));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.85), libnum::num32(0.60)), 1.5, RGB565_GREEN, 10));
for(int i=0; i<MyPinball.islands.size(); i++ ) MyPinball.islands[i].clear();
MyPinball.islands.clear();
std::vector<Vector2D> island1;
island1.push_back( Vector2D(libnum::num32(0.50), libnum::num32(1.10)) );
island1.push_back( Vector2D(libnum::num32(0.40), libnum::num32(1.20)) );
island1.push_back( Vector2D(libnum::num32(0.50), libnum::num32(1.30)) );
island1.push_back( Vector2D(libnum::num32(0.60), libnum::num32(1.20)) );
MyPinball.islands.push_back( island1 );
std::vector<Vector2D> island2;
island2.push_back( Vector2D(libnum::num32(0.50), libnum::num32(0.50)) );
island2.push_back( Vector2D(libnum::num32(0.40), libnum::num32(0.70)) );
island2.push_back( Vector2D(libnum::num32(0.50), libnum::num32(0.72)) );
island2.push_back( Vector2D(libnum::num32(0.60), libnum::num32(0.70)) );
MyPinball.islands.push_back( island2 );
MyPinball.flippers.clear();
libnum::num32 flip_radius = libnum::num32(0.03);
libnum::num32 flip_length = libnum::num32(0.2);
libnum::num32 flip_maxRotation = libnum::num32(1.0);
libnum::num32 flip_restAngle = libnum::num32(0.5);
libnum::num32 flip_angularVelocity = libnum::num32(10.0);
libnum::num32 flip_restitution = libnum::num32(0.0);
Vector2D flip_pos1(libnum::num32(0.26), libnum::num32(0.22));
MyPinball.flippers.push_back(Flipper(flip_radius, flip_pos1, flip_length, -flip_restAngle, flip_maxRotation, flip_angularVelocity, flip_restitution, LEFT, RGB565_OCEANBLUE));
Vector2D flip_pos2(libnum::num32(0.74), libnum::num32(0.22));
MyPinball.flippers.push_back(Flipper( flip_radius, flip_pos2, flip_length, libnum::num32(PI) + flip_restAngle, -flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT, RGB565_OCEANBLUE));
}
void Setup_Table_3(void) {
libnum::num32 offset = libnum::num32(0.02);
flipperHeight = libnum::num32(1.7);
cScale = libnum::num32(azrp_height) / flipperHeight;
simWidth = libnum::num32(azrp_width) / cScale;
simHeight = libnum::num32(azrp_height) / cScale;
MyPinball.score = 0;
MyPinball.gravity.Set(Vector2D(libnum::num32(0.0), libnum::num32(-1.0)));
MyPinball.sideimage = &img_abyss;
MyPinball.borders.clear();
MyPinball.borders.push_back( Vector2D(libnum::num32(0.74), libnum::num32(0.25)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.98), libnum::num32(0.40)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.98), libnum::num32(1.20)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.96), libnum::num32(1.34)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.90), libnum::num32(1.46)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.81), libnum::num32(1.56)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.70), libnum::num32(1.64)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.57), libnum::num32(1.68)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.43), libnum::num32(1.68)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.30), libnum::num32(1.64)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.19), libnum::num32(1.56)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.10), libnum::num32(1.46)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.04), libnum::num32(1.34)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.02), libnum::num32(1.20)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.02), libnum::num32(0.40)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.26), libnum::num32(0.25)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.26), libnum::num32(0.02)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.74), libnum::num32(0.02)));
MyPinball.balls.clear();
libnum::num32 ball_radius = libnum::num32(0.03);
libnum::num32 ball_mass = libnum::num32(PI) * ball_radius * ball_radius;
Vector2D ball_pos1(libnum::num32(0.70), libnum::num32(0.70));
Vector2D ball_vel1(libnum::num32(0.2), libnum::num32(3.5));
MyPinball.balls.push_back( Ball(ball_radius, ball_mass, ball_pos1, ball_vel1, 0.2, RGB565_LEMONYELLOW));
Vector2D ball_pos2(libnum::num32(0.30), libnum::num32(0.70));
Vector2D ball_vel2(libnum::num32(-0.2), libnum::num32(3.5));
MyPinball.balls.push_back( Ball(ball_radius, ball_mass, ball_pos2, ball_vel2, 0.2, RGB565_LEMONYELLOW ));
MyPinball.obstacles.clear();
MyPinball.obstacles.push_back( Obstacle(0.06, Vector2D(libnum::num32(0.50), libnum::num32(1.45)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.06, Vector2D(libnum::num32(0.74), libnum::num32(1.20)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.06, Vector2D(libnum::num32(0.26), libnum::num32(1.20)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.06, Vector2D(libnum::num32(0.50), libnum::num32(0.95)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.15), libnum::num32(0.80)), 1.5, RGB565_LEMONYELLOW, 25));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.85), libnum::num32(0.80)), 1.5, RGB565_LEMONYELLOW, 25));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.30), libnum::num32(0.60)), 1.5, RGB565_GREEN, 10));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.70), libnum::num32(0.60)), 1.5, RGB565_GREEN, 10));
for( int i=0; i<MyPinball.islands.size(); i++ ) MyPinball.islands[i].clear();
MyPinball.islands.clear();
std::vector<Vector2D> island1;
island1.push_back( Vector2D(libnum::num32(0.50), libnum::num32(1.10)) );
island1.push_back( Vector2D(libnum::num32(0.40), libnum::num32(1.20)) );
island1.push_back( Vector2D(libnum::num32(0.50), libnum::num32(1.30)) );
island1.push_back( Vector2D(libnum::num32(0.60), libnum::num32(1.20)) );
MyPinball.islands.push_back( island1 );
std::vector<Vector2D> island2;
island2.push_back( Vector2D(libnum::num32(0.50), libnum::num32(0.60)) );
island2.push_back( Vector2D(libnum::num32(0.40), libnum::num32(0.80)) );
island2.push_back( Vector2D(libnum::num32(0.50), libnum::num32(0.82)) );
island2.push_back( Vector2D(libnum::num32(0.60), libnum::num32(0.80)) );
MyPinball.islands.push_back( island2 );
std::vector<Vector2D> island3;
island3.push_back( Vector2D(libnum::num32(0.12), libnum::num32(0.45)) );
island3.push_back( Vector2D(libnum::num32(0.12), libnum::num32(0.65)) );
island3.push_back( Vector2D(libnum::num32(0.26), libnum::num32(0.37)) );
MyPinball.islands.push_back( island3 );
std::vector<Vector2D> island4;
island4.push_back( Vector2D(libnum::num32(0.88), libnum::num32(0.65)) );
island4.push_back( Vector2D(libnum::num32(0.88), libnum::num32(0.45)) );
island4.push_back( Vector2D(libnum::num32(0.74), libnum::num32(0.37)) );
MyPinball.islands.push_back( island4 );
MyPinball.flippers.clear();
libnum::num32 flip_radius = libnum::num32(0.03);
libnum::num32 flip_length = libnum::num32(0.2);
libnum::num32 flip_maxRotation = libnum::num32(1.0);
libnum::num32 flip_restAngle = libnum::num32(0.5);
libnum::num32 flip_angularVelocity = libnum::num32(10.0);
libnum::num32 flip_restitution = libnum::num32(0.0);
Vector2D flip_pos1(libnum::num32(0.26), libnum::num32(0.22));
MyPinball.flippers.push_back(Flipper(flip_radius, flip_pos1, flip_length, -flip_restAngle, flip_maxRotation, flip_angularVelocity, flip_restitution, LEFT, RGB565_OCEANBLUE));
Vector2D flip_pos2(libnum::num32(0.74), libnum::num32(0.22));
MyPinball.flippers.push_back(Flipper( flip_radius, flip_pos2, flip_length, libnum::num32(PI) + flip_restAngle, -flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT, RGB565_OCEANBLUE));
}
void Setup_Table_4(void) {
libnum::num32 offset = libnum::num32(0.02);
flipperHeight = libnum::num32(1.7);
cScale = libnum::num32(azrp_height) / flipperHeight;
simWidth = libnum::num32(azrp_width) / cScale;
simHeight = libnum::num32(azrp_height) / cScale;
MyPinball.score = 0;
MyPinball.gravity.Set(Vector2D(libnum::num32(0.0), libnum::num32(-1.0)));
MyPinball.sideimage = &img_abyss;
MyPinball.borders.clear();
MyPinball.borders.push_back( Vector2D(libnum::num32(0.74), libnum::num32(0.25)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.98), libnum::num32(0.40)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.98), libnum::num32(1.20)));
// MyPinball.borders.push_back( Vector2D(libnum::num32(0.96), libnum::num32(1.34)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.99), libnum::num32(1.20)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.99), libnum::num32(0.10)));
MyPinball.borders.push_back( Vector2D(libnum::num32(1.10), libnum::num32(0.10)));
MyPinball.borders.push_back( Vector2D(libnum::num32(1.10), libnum::num32(1.20)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.90), libnum::num32(1.46)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.81), libnum::num32(1.56)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.70), libnum::num32(1.64)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.57), libnum::num32(1.68)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.43), libnum::num32(1.68)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.30), libnum::num32(1.64)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.19), libnum::num32(1.56)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.10), libnum::num32(1.46)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.04), libnum::num32(1.34)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.02), libnum::num32(1.20)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.02), libnum::num32(0.40)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.26), libnum::num32(0.25)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.26), libnum::num32(0.02)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.74), libnum::num32(0.02)));
MyPinball.balls.clear();
libnum::num32 ball_radius = libnum::num32(0.03);
libnum::num32 ball_mass = libnum::num32(PI) * ball_radius * ball_radius;
// Vector2D ball_pos1(libnum::num32(0.70), libnum::num32(0.70));
// Vector2D ball_vel1(libnum::num32(0.2), libnum::num32(3.5));
Vector2D ball_pos1(libnum::num32(1.05), libnum::num32(0.15));
Vector2D ball_vel1(libnum::num32(0.0), libnum::num32(3.5));
MyPinball.balls.push_back( Ball(ball_radius, ball_mass, ball_pos1, ball_vel1, 0.2, RGB565_LEMONYELLOW));
Vector2D ball_pos2(libnum::num32(0.30), libnum::num32(0.70));
Vector2D ball_vel2(libnum::num32(-0.2), libnum::num32(3.5));
MyPinball.balls.push_back( Ball(ball_radius, ball_mass, ball_pos2, ball_vel2, 0.2, RGB565_LEMONYELLOW ));
MyPinball.obstacles.clear();
MyPinball.obstacles.reserve( 16 );
MyPinball.obstacles.push_back( Obstacle(0.06, Vector2D(libnum::num32(0.50), libnum::num32(1.45)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.06, Vector2D(libnum::num32(0.74), libnum::num32(1.20)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.06, Vector2D(libnum::num32(0.26), libnum::num32(1.20)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.06, Vector2D(libnum::num32(0.50), libnum::num32(0.95)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.15), libnum::num32(0.80)), 1.5, RGB565_LEMONYELLOW, 25));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.85), libnum::num32(0.80)), 1.5, RGB565_LEMONYELLOW, 25));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.30), libnum::num32(0.60)), 1.5, RGB565_GREEN, 10));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.70), libnum::num32(0.60)), 1.5, RGB565_GREEN, 10));
for( int i=0; i<MyPinball.islands.size(); i++ ) MyPinball.islands[i].clear();
MyPinball.islands.clear();
std::vector<Vector2D> island1;
island1.push_back( Vector2D(libnum::num32(0.50), libnum::num32(1.10)) );
island1.push_back( Vector2D(libnum::num32(0.40), libnum::num32(1.20)) );
island1.push_back( Vector2D(libnum::num32(0.50), libnum::num32(1.30)) );
island1.push_back( Vector2D(libnum::num32(0.60), libnum::num32(1.20)) );
MyPinball.islands.push_back( island1 );
std::vector<Vector2D> island2;
island2.push_back( Vector2D(libnum::num32(0.50), libnum::num32(0.60)) );
island2.push_back( Vector2D(libnum::num32(0.40), libnum::num32(0.80)) );
island2.push_back( Vector2D(libnum::num32(0.50), libnum::num32(0.82)) );
island2.push_back( Vector2D(libnum::num32(0.60), libnum::num32(0.80)) );
MyPinball.islands.push_back( island2 );
std::vector<Vector2D> island3;
island3.push_back( Vector2D(libnum::num32(0.12), libnum::num32(0.45)) );
island3.push_back( Vector2D(libnum::num32(0.12), libnum::num32(0.65)) );
island3.push_back( Vector2D(libnum::num32(0.26), libnum::num32(0.37)) );
MyPinball.islands.push_back( island3 );
std::vector<Vector2D> island4;
island4.push_back( Vector2D(libnum::num32(0.88), libnum::num32(0.65)) );
island4.push_back( Vector2D(libnum::num32(0.88), libnum::num32(0.45)) );
island4.push_back( Vector2D(libnum::num32(0.74), libnum::num32(0.37)) );
MyPinball.islands.push_back( island4 );
MyPinball.flippers.clear();
libnum::num32 flip_radius = libnum::num32(0.03);
libnum::num32 flip_length = libnum::num32(0.2);
libnum::num32 flip_maxRotation = libnum::num32(1.0);
libnum::num32 flip_restAngle = libnum::num32(0.5);
libnum::num32 flip_angularVelocity = libnum::num32(10.0);
libnum::num32 flip_restitution = libnum::num32(0.0);
Vector2D flip_pos1(libnum::num32(0.26), libnum::num32(0.22));
MyPinball.flippers.push_back(Flipper(flip_radius, flip_pos1, flip_length, -flip_restAngle, flip_maxRotation, flip_angularVelocity, flip_restitution, LEFT, RGB565_OCEANBLUE));
Vector2D flip_pos2(libnum::num32(0.74), libnum::num32(0.22));
MyPinball.flippers.push_back(Flipper( flip_radius, flip_pos2, flip_length, libnum::num32(PI) + flip_restAngle, -flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT, RGB565_OCEANBLUE));
}
#endif