Pinball/src/tables.h

241 lines
12 KiB
C

#ifndef TABLES_H
#define TABLES_H
#include "pinball_entities.h"
#include "utilities.h"
#include "vector2D.h"
#include <num/num.h>
extern Scene MyPinball;
extern libnum::num32 flipperHeight;
extern libnum::num32 cScale;
extern libnum::num32 simWidth;
extern libnum::num32 simHeight;
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(-3.0)));
MyPinball.pause = true;
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(0.1, Vector2D(libnum::num32(0.25), libnum::num32(0.6)), 2.0, RGB565_OCEANBLUE));
MyPinball.obstacles.push_back( Obstacle(0.1, Vector2D(libnum::num32(0.75), libnum::num32(0.5)), 2.0, RGB565_OCEANBLUE));
MyPinball.obstacles.push_back( Obstacle(0.12, Vector2D(libnum::num32(0.7), libnum::num32(1.0)), 2.0, RGB565_OCEANBLUE));
MyPinball.obstacles.push_back( Obstacle(0.1, Vector2D(libnum::num32(0.2), libnum::num32(1.2)), 2.0, RGB565_OCEANBLUE));
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(-3.0)));
MyPinball.pause = true;
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_LEMONYELLOW));
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_LEMONYELLOW ));
MyPinball.obstacles.clear();
MyPinball.obstacles.push_back( Obstacle(0.1, Vector2D(libnum::num32(0.25), libnum::num32(0.6)), 2.0, RGB565_DEEPPURPLE));
MyPinball.obstacles.push_back( Obstacle(0.1, Vector2D(libnum::num32(0.75), libnum::num32(0.5)), 2.0, RGB565_DEEPPURPLE));
MyPinball.obstacles.push_back( Obstacle(0.12, Vector2D(libnum::num32(0.7), libnum::num32(1.0)), 2.0, RGB565_DEEPPURPLE));
MyPinball.obstacles.push_back( Obstacle(0.1, Vector2D(libnum::num32(0.2), libnum::num32(1.2)), 2.0, RGB565_DEEPPURPLE));
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));
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_OCEANBLUE));
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_OCEANBLUE));
}
/*void Setup_Table_1(void) {
flipperHeight = libnum::num32(2.0);
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(-0.80)));
MyPinball.pause = true;
MyPinball.borders.clear();
MyPinball.borders.push_back(
Vector2D(libnum::num32(0.74), libnum::num32(0.25)));
MyPinball.borders.push_back(
Vector2D(libnum::num32(0.995), libnum::num32(0.4)));
MyPinball.borders.push_back(
Vector2D(libnum::num32(0.995), libnum::num32(1.4)));
libnum::num arcRadius = libnum::num32(0.5);
libnum::num32 arcStartAngle = libnum::num32(0);
libnum::num32 arcEndAngle = libnum::num32(numPI);
libnum::num32 arcSegments = libnum::num32(11);
libnum::num32 arcAngleStep = (arcEndAngle - arcStartAngle) / arcSegments;
for (int i = 1; i <= (int)arcSegments; i++) {
libnum::num32 angle = arcStartAngle + libnum::num32(i) * arcAngleStep;
MyPinball.borders.push_back(
Vector2D(libnum::num32(0.5) + arcRadius * COS(angle),
libnum::num32(1.375) + arcRadius * SIN(angle)));
}
MyPinball.borders.push_back(Vector2D(libnum::num32(0), 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(0.05)));
MyPinball.borders.push_back(
Vector2D(libnum::num32(0.74), libnum::num32(0.05)));
MyPinball.borders.clear();
libnum::num32 offset = libnum::num32(0.02);
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));
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));
MyPinball.obstacles.clear();
MyPinball.obstacles.push_back(
Obstacle(0.04, Vector2D(libnum::num32(0.10), libnum::num32(1.68)), 0.8));
MyPinball.obstacles.push_back(
Obstacle(0.08, Vector2D(libnum::num32(0.50), libnum::num32(1.45)), 1.5));
MyPinball.obstacles.push_back(
Obstacle(0.08, Vector2D(libnum::num32(0.74), libnum::num32(1.20)), 1.5));
MyPinball.obstacles.push_back(
Obstacle(0.08, Vector2D(libnum::num32(0.26), libnum::num32(1.20)), 1.5));
MyPinball.obstacles.push_back(
Obstacle(0.08, Vector2D(libnum::num32(0.50), libnum::num32(0.95)), 1.5));
MyPinball.obstacles.push_back(
Obstacle(0.04, Vector2D(libnum::num32(0.13), libnum::num32(0.80)), 1.5));
MyPinball.obstacles.push_back(
Obstacle(0.04, Vector2D(libnum::num32(0.87), libnum::num32(0.80)), 1.5));
MyPinball.obstacles.push_back(
Obstacle(0.04, Vector2D(libnum::num32(0.15), libnum::num32(0.60)), 1.5));
MyPinball.obstacles.push_back(
Obstacle(0.04, Vector2D(libnum::num32(0.85), libnum::num32(0.60)), 1.5));
MyPinball.flippers.clear();
libnum::num32 flip_radius = libnum::num32(0.035);
libnum::num32 flip_length = libnum::num32(0.175);
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));
Vector2D flip_pos2(libnum::num32(0.74), libnum::num32(0.22));
MyPinball.flippers.push_back(Flipper(flip_radius, flip_pos1, flip_length,
-flip_restAngle, flip_maxRotation,
flip_angularVelocity, flip_restitution, LEFT));
MyPinball.flippers.push_back(Flipper(
flip_radius, flip_pos2, flip_length, libnum::num32(PI) + flip_restAngle,
-flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT));
}*/
#endif