MBHaxe/data/init.cs
2021-06-28 22:38:36 +05:30

110 lines
3.4 KiB
C#

//-----------------------------------------------------------------------------
// Torque Game Engine
//
// Copyright (c) 2001 GarageGames.Com
//-----------------------------------------------------------------------------
new MaterialProperty(DefaultMaterial) {
friction = 1;
restitution = 1;
force = 0;
};
// Will need to play with these three friction values to balance game play
new MaterialProperty(NoFrictionMaterial) {
friction = 0.01;
restitution = 0.5;
};
new MaterialProperty(LowFrictionMaterial) {
friction = 0.20;
restitution = 0.5;
};
new MaterialProperty(HighFrictionMaterial) {
friction = 1.50;
restitution = 0.5;
};
new MaterialProperty(VeryHighFrictionMaterial) {
friction = 2;
restitution = 1;
};
new MaterialProperty(RubberFloorMaterial) {
friction = 1;
restitution = 1;
};
new MaterialProperty(IceMaterial) {
friction = 0.05;
restitution = 0.5;
};
new MaterialProperty(BumperMaterial) {
friction = 0.5;
restitution = 0;
force = 15;
};
new MaterialProperty(ButtonMaterial) {
friction = 1;
restitution = 1;
};
//
addMaterialMapping( "", DefaultMaterial);
// Textures listed in BrianH texture document
addMaterialMapping( "grid_warm" , DefaultMaterial);
addMaterialMapping( "grid_cool" , DefaultMaterial);
addMaterialMapping( "grid_neutral" , DefaultMaterial);
addMaterialMapping( "stripe_cool" , DefaultMaterial);
addMaterialMapping( "stripe_neutral" , DefaultMaterial);
addMaterialMapping( "stripe_warm" , DefaultMaterial);
addMaterialMapping( "tube_cool" , DefaultMaterial);
addMaterialMapping( "tube_neutral" , DefaultMaterial);
addMaterialMapping( "tube_warm" , DefaultMaterial);
addMaterialMapping( "solid_cool1" , DefaultMaterial);
addMaterialMapping( "solid_cool2" , DefaultMaterial);
addMaterialMapping( "solid_neutral1" , DefaultMaterial);
addMaterialMapping( "solid_neutral2" , DefaultMaterial);
addMaterialMapping( "solid_warm1" , DefaultMaterial);
addMaterialMapping( "solid_warm2" , DefaultMaterial);
addMaterialMapping( "pattern_cool1" , DefaultMaterial);
addMaterialMapping( "pattern_cool2" , DefaultMaterial);
addMaterialMapping( "pattern_neutral1" , DefaultMaterial);
addMaterialMapping( "pattern_neutral2" , DefaultMaterial);
addMaterialMapping( "pattern_warm1" , DefaultMaterial);
addMaterialMapping( "pattern_warm2" , DefaultMaterial);
addMaterialMapping( "friction_none" , NoFrictionMaterial);
addMaterialMapping( "friction_low" , LowFrictionMaterial);
addMaterialMapping( "friction_high" , HighFrictionMaterial);
// used for ramps in escher level
addMaterialMapping( "friction_ramp_yellow" , VeryHighFrictionMaterial);
// old textures (to be removed?)
addMaterialMapping( "grid1" , RubberFloorMaterial);
addMaterialMapping( "grid2" , RubberFloorMaterial);
addMaterialMapping( "grid3" , RubberFloorMaterial);
addMaterialMapping( "grid4" , RubberFloorMaterial);
// some part textures
addMaterialMapping( "oilslick" , IceMaterial);
addMaterialMapping( "base.slick" , IceMaterial);
addMaterialMapping( "ice.slick" , IceMaterial);
addMaterialMapping( "bumper-rubber" , BumperMaterial);
addMaterialMapping( "triang-side" , BumperMaterial);
addMaterialMapping( "triang-top" , BumperMaterial);
addMaterialMapping( "pball-round-side" , BumperMaterial);
addMaterialMapping( "pball-round-top" , BumperMaterial);
addMaterialMapping( "pball-round-bottm" , BumperMaterial);
addMaterialMapping( "button" , ButtonMaterial);