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Jul 14th, 2012
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  1. ~~
  2. function setup()
  3.     supportedOrientations(ANY)
  4.     balles = {}
  5.     x = 0
  6.     oi = 1
  7.     max = 150
  8.     maxer = 0
  9.     maxGreat = 5
  10.     star = {}
  11.     be = false
  12.     displayMode(FULLSCREEN)
  13.     supportedOrientations(PORTRAIT)
  14.    
  15.     time_start=ElapsedTime
  16.     frames = 0
  17.     FPS = 60
  18.  
  19.     wall1 = physics.body(EDGE,vec2(0,0),vec2(0,HEIGHT))
  20.     wall2 = physics.body(EDGE,vec2(0,0),vec2(WIDTH,0))
  21.     wall3 = physics.body(EDGE,vec2(WIDTH,0),vec2(WIDTH,HEIGHT))
  22.     wall4 = physics.body(EDGE,vec2(WIDTH,HEIGHT),vec2(0,HEIGHT))
  23.     wall1.type = STATIC
  24.     wall2.type = STATIC
  25.     wall3.type = STATIC
  26.     wall4.type = STATIC
  27.     wall1.restitution = .5
  28.     wall2.restitution = .5
  29.     wall3.restitution = .5
  30.     wall4.restitution = .5
  31.  
  32. ~~
  33.     if be then
  34.     for i=1, 78 do
  35.      table.insert(star, i, physics.body(CIRCLE, math.random(1,5)))
  36.     star[i].x = math.random(0, WIDTH)
  37.     star[i].y = math.random(0, HEIGHT)
  38.     star[i].type = STATIC
  39.     end
  40.  end
  41. ~~ finishes the check if stars are gonna be rendered or not(and its loop)
  42. end
  43.  
  44.  
  45. ~~
  46.  
  47. ~~
  48. function touched(touch)
  49.  
  50. ~~
  51.     if touch.state == ENDED then
  52.     else
  53.  
  54. ~~
  55.         if x<max then
  56.         table.insert(balles, x, physics.body(POLYGON,vec2(touch.x-10, touch.y+10),
  57.                                                      vec2(touch.x-10, touch.y-10),
  58.                                                      vec2(touch.x+10, touch.y-10),
  59.                                                      vec2(touch.x+10, touch.y+10)))
  60.         
  61.         balles[x].type = DYNAMIC
  62.         x = x + 1
  63.         else
  64.             if maxer < maxGreat then
  65.             table.insert(balles, x, physics.body(CIRCLE, math.random(25,40)))
  66.             maxer = maxer + 1
  67.             balles[x].x = touch.x
  68.             balles[x].y = touch.y
  69.             balles[x].type = DYNAMIC
  70.             balles[x].density = balles[x].radius
  71.             end
  72. ~~ --finishes the check of max particules
  73.             end
  74. ~~finishes check for touch
  75.         end
  76. ~~ final end
  77. end
  78.  
  79.     -- This function gets called once every frame
  80. function draw()
  81.     physics.gravity(Gravity)
  82.     background(0, 0, 0, 10)
  83.     strokeWidth(3)
  84.     stroke(255, 255, 255, 255)
  85.     
  86.     sprite("Documents:stars",WIDTH/2,HEIGHT/2)
  87.     debugText()
  88.  
  89.  
  90.     ~~
  91.     for k, ball in pairs(balles) do
  92.      fill(math.random(0,255),math.random(0,255), math.random(0,255), math.random(0,255))
  93.     
  94.     end
  95. ~~
  96.     
  97.     ~~
  98.     for a, stars in pairs(star) do
  99.        strokeWidth(.5)
  100.         fill(math.random(0,255),math.random(0,255), math.random(0,255), math.random(0,255))
  101.          ellipse(stars.x, stars.y, stars.radius*2)
  102.       end
  103. ~~
  104.  
  105.     FPS = frames / ( ElapsedTime - time_start)
  106.     frames=frames+1
  107.  
  108. end
  109.  
  110.     function debugText()
  111.         fill(255)
  112.         font("Georgia-Italic")
  113.         textSize(5)
  114.         textMode(CORNER)
  115.         
  116.         text("Particles alive: ", 10, 1000)
  117.         text("Little particules: "..x.. "/" ..max, 10, 980)
  118.         text("Big particules: "..maxer.. "/" ..maxGreat, 10, 960)
  119.         text("FPS: " ..FPS, WIDTH-60, 1000)
  120.         end
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