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displayMode(FULLSCREEN)
function setup()
xc=WIDTH/2
yc=HEIGHT/2
tiempo = 0
--sprite("Planet Cute:Gem Green")
caracteres = {""}
objetos = {}
contador=0
pared_1 = physics.body(EDGE,vec2(0,0),vec2(WIDTH,0))
pared_2 = physics.body(EDGE,vec2(0,0),vec2(0,HEIGHT)) --PARED IZQUIERDA
pared_4 = physics.body(EDGE,vec2(WIDTH,0),vec2(WIDTH,HEIGHT))
-- physics.gravity(Gravity)
ball = physics.body(CIRCLE, 39)
ball.x = xc-340
ball.y = yc+1220
ball.restitution = 0.7
pelota_2 = physics.body(CIRCLE , 50)
pelota_2.x = xc
pelota_2.y = yc+400
pelota_2.restitution = 0.3
rampa_esquina=physics.body(POLYGON,vec2(200-200,600),vec2(200-200,yc),
vec2(500-300,yc))
rampa_esquina.type=STATIC
mesa_mitad1=physics.body(POLYGON,vec2(xc-100,yc+230),vec2(xc-100,yc+258),
vec2(xc-20,yc+234),vec2(xc-20,yc+230))
mesa_mitad1.type=STATIC
mesa_mitad2=physics.body(POLYGON,vec2(xc+90,yc+230),vec2(xc+90,yc+234),
vec2(xc+130,yc+258),vec2(xc+130,yc+230))
mesa_mitad2.type=STATIC
pared_derecha=physics.body(POLYGON,vec2(xc+130,1000),vec2(xc+130,784),
vec2(xc+120,784),vec2(xc+120,1000))
pared_derecha.type=STATIC
pared_derecha_rampa=physics.body(POLYGON,
vec2(xc-180,yc+190),
vec2(xc-180,yc-1),
vec2(xc-170,yc-1),
vec2(xc-170,yc+190))
pared_derecha_rampa.type=STATIC
pared_izquierda=physics.body(POLYGON,vec2(xc-100,1000),vec2(xc-100,784),
vec2(xc-90,784),vec2(xc-90,1000))
pared_izquierda.type=STATIC
a = physics.body(POLYGON,vec2(xc-105,yc+270),vec2(xc-105,yc+280),
vec2(xc+140,yc+280),vec2(xc+140,yc+270))
a.type=DYNAMIC
piso_soporte = physics.body(POLYGON,vec2(xc+135,yc+230),vec2(xc+135,yc+250),
vec2(xc+350,yc+250),vec2(xc+350,yc+230))
piso_soporte.type=STATIC
piso_soporte2 = physics.body(POLYGON,vec2(xc+135,yc+50),vec2(xc+135,yc+29),
vec2(xc+350,yc+29),vec2(xc+350,yc+50))
piso_soporte2.type=STATIC
piso_abajo = physics.body(POLYGON,vec2(xc+125,yc-390),vec2(xc+125,yc-400),
vec2(xc-250,yc-400),vec2(xc-250,yc-390))
piso_abajo.type=DYNAMIC
piso_abajo.restitution=0.3
soporte_piso_abajo = physics.body(POLYGON, vec2(xc-160,100),vec2(xc-160,50),
vec2(xc-55,50),vec2(xc-55,100))
soporte_piso_abajo.type = STATIC
domino_piso_abajo = physics.body(POLYGON,vec2(xc-156,160),vec2(xc-156,120)
,vec2(xc-170,120),vec2(xc-170,160))
domino_piso_abajo.type = DYNAMIC
domino_piso_abajo.restitution = 0.2
end
function drawpoints(body)
pushMatrix()
translate(body.x, body.y)
rotate(body.angle)
local points = body.points
local a, b
for j = 1,#points do
a = points[j]
b = points[(j % #points)+1]
line(a.x, a.y, b.x, b.y)
end
popMatrix()
end
function draw()
background(97, 97, 14, 0)
fill(255,255)
mostrar_advertencia("TOUCH HERE",WIDTH/2+12,HEIGHT/2+470)
-- strokeWidth(2)
contador = contador + 1
if contador >= 20 then
cambioLetra = true
contador = 0
else
cambioLetra = false
end
fill(251, 251, 251, 255)
-- stroke(76, 75, 143, 255)
for i,v in ipairs(objetos) do
if cambioLetra == true then
v.obtener = caracteres[math.ceil(math.random(1,#caracteres))]
end
pushMatrix()
translate(v.x,v.y)
rotate(v.angle)
fill(255,2888,255)
fontSize(30)
text(v.obtener,0,0)
popMatrix()
end
fill(5, 5, 5, 255)
strokeWidth(3)
ellipse(ball.x,ball.y,ball.radius*2)
ellipse(pelota_2.x,pelota_2.y,pelota_2.radius*2)
-- ellipse(ball2.x,ball2.y,ball2.radius*2)
stroke(239, 237, 239, 255)
strokeWidth(3)
drawpoints(a)
drawpoints(piso_soporte)
drawpoints(piso_soporte2)
drawpoints(rampa_esquina)
drawpoints(mesa_mitad1)
drawpoints(mesa_mitad2)
drawpoints(pared_derecha)
drawpoints(pared_derecha_rampa)
drawpoints(pared_izquierda)
drawpoints(piso_abajo)
drawpoints(soporte_piso_abajo)
stroke(0,0,0)
strokeWidth(5)
drawpoints(domino_piso_abajo)
stroke(255,255,255)
strokeWidth(12)
drawpoints(pared_1)
drawpoints(pared_2)
drawpoints(pared_4)
setContext()
end
function touched (txy)
table.insert(objetos,physics.body(CIRCLE,fontSize()/3))
objetos[#objetos].x = txy.x
objetos[#objetos].y = txy.y
objetos[#objetos].restitution = 0
objetos[#objetos].obtener = caracteres[math.ceil(math.random(1,#caracteres))]
end
function mostrar_advertencia(acomodar,x,y)
pushMatrix()
fill(255,255,25,255)--rojo
font("Georgia")
fontSize(20)
textWrapWidth(300)
text(acomodar,x,y)
popMatrix()
end
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