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- function blocks.makeDirtWallsSlink()
- local leftWall = display.newImage("Art/slinko/left wall.png")
- leftWall.x = leftWall.width*(0.5)
- leftWall.y = leftWall.height*(-0.5)
- local rightWall = display.newImage("Art/slinko/left wall.png")
- rightWall.xScale = -1
- rightWall.x = stageWidth - rightWall.width*(0.5)
- rightWall.y = rightWall.height*(-0.5)
- physics.addBody(rightWall, "static", levelMat)
- -- Here be hardcoded block size values. EUGH!
- local CSleftWall = display.newRect(0, -50, 48, 52)
- CSleftWall.isVisible = false
- physics.addBody(CSleftWall, "static", levelMat)
- local CSrightWall = display.newRect(stageWidth - 48, -50, 48, 52)
- CSrightWall.isVisible = false
- physics.addBody(CSrightWall, "static", levelMat)
- return {leftWall, rightWall, CSleftWall, CSrightWall}
- end
- function blocks.makeDirtHangSlink(length, direction)
- direction = direction or "left"
- -- This function generates dirthangs of the desired length
- local dirtHangParts = {}
- -- Add the base
- dirtHangParts[1] = display.newImage("Art/slinko/left wall merge.png")
- dirtHangParts[1].y = -50
- -- Add the desired number of segments
- for i = 1, length-1 do
- dirtHangParts[#dirtHangParts+1] = display.newImage("Art/slinko/left wall tile.png")
- dirtHangParts[#dirtHangParts].x = 50*i
- dirtHangParts[#dirtHangParts].y = -50
- end
- -- Add the end
- dirtHangParts[#dirtHangParts+1] = display.newImage("Art/slinko/left wall end.png")
- dirtHangParts[#dirtHangParts].x = 50*length
- dirtHangParts[#dirtHangParts].y = -50
- -- CollisionShape
- local CSdirtHang = display.newRect(0, -75, #dirtHangParts*50, 50)
- CSdirtHang.isVisible = false
- if (direction == "left") then
- for index, block in ipairs(dirtHangParts) do
- block.x = block.width*0.5 + (50*(index - 1))
- end
- CSdirtHang.x = CSdirtHang.width*(0.5)
- else
- for index, block in ipairs(dirtHangParts) do
- block.x = stageWidth - (block.width*0.5 + (50*(index - 1)))
- block.xScale = -1
- end
- CSdirtHang.x = stageWidth - CSdirtHang.width*(0.5)
- end
- physics.addBody(CSdirtHang, "static", levelMat)
- -- Add CS to the return table
- CSdirtHang = dirtHangParts[#dirtHangParts+1]
- return dirtHangParts
- end
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