KevinBlast/marble/data/init.cs

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2024-03-10 20:27:00 -04:00
//-----------------------------------------------------------------------------
// 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;
};
new MaterialProperty(LowBounceFloorMaterial) {
friction = 1;
restitution = 1;
force = 5;
};
new MaterialProperty(MedBounceFloorMaterial) {
friction = 1;
restitution = 1;
force = 10;
};
new MaterialProperty(HighBounceFloorMaterial) {
friction = 1;
restitution = 1;
force = 15;
};
new MaterialProperty(GrassFrictionMaterial) {
friction = 1.50;
restitution = 0.35;
};
new MaterialProperty(TarmacFrictionMaterial) {
friction = 0.85;
restitution = 0.9;
};
new MaterialProperty(RugFrictionMaterial) {
friction = 6;
restitution = 0.5;
};
new MaterialProperty(IceFrictionMaterial) {
friction = 0.03;
restitution = 0.95;
};
new MaterialProperty(CarpetFrictionMaterial) {
friction = 6;
restitution = 0.5;
};
new MaterialProperty(SandFrictionMaterial) {
friction = 4;
restitution = 0.1;
};
new MaterialProperty(WaterFrictionMaterial) {
friction = 6;
restitution = 0;
};
new MaterialProperty(BounceyFrictionMaterial) {
friction = 0.2;
restitution = 0;
force = 15;
};
new MaterialProperty(BackwardsForceMaterial) {
friction = -1;
restitution = 1;
};
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(TrampolineFloor) {
friction = 1;
restitution = 3;
};
new MaterialProperty(NeverStopBounceFloor) {
friction = 1;
restitution = 2;
};
new MaterialProperty(SafeFallFloor) {
friction = 1;
restitution = 0;
};
new MaterialProperty(BumperFloor1) {
friction = 1;
restitution = 0;
force = 5;
};
new MaterialProperty(BumperFloor2) {
friction = 1;
restitution = 0;
force = 10;
};
new MaterialProperty(BumperFloor3) {
friction = 1;
restitution = 0;
force = 15;
};
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;
};
new MaterialProperty(LowBounceMaterial) {
friction = 0.5;
restitution = 0;
force = 8;
};
new MaterialProperty(NormalBounceMaterial) {
friction = 0.5;
restitution = 0;
force = 15;
};
new MaterialProperty(HighBounceMaterial) {
friction = 0.5;
restitution = 0;
force = 30;
};
new MaterialProperty(VeryHighBounceMaterial) {
friction = 0.5;
restitution = 0;
force = 45;
};
new MaterialProperty(CarpetMaterial) {
friction = 3;
restitution = 0.2;
};
new MaterialProperty(GrassMaterial) {
friction = 1.5;
restitution = 0.2;
};
new MaterialProperty(SnowMaterial) {
friction = 0.5;
restitution = 0.1;
};
new MaterialProperty(WaterMaterial) {
friction = 1;
restitution = 0;
};
new MaterialProperty(SteelMaterial) {
friction = 2;
restitution = 0.5;
};
new MaterialProperty(GlassMaterial) {
friction = 0.2;
restitution = 1;
};
new MaterialProperty(JellyMaterial) {
friction = 0.5;
restitution = 0;
force = 2;
};
new MaterialProperty(SandMaterial) {
friction = 1.5;
restitution = 0;
};
//
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_none2" , NoFrictionMaterial);
addMaterialMapping( "friction_low" , LowFrictionMaterial);
addMaterialMapping( "friction_low2" , IceMaterial);
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);
addMaterialMapping( "Bounce1" , LowBounceFloorMaterial);
addMaterialMapping( "Bounce2" , MedBounceFloorMaterial);
addMaterialMapping( "Bounce3" , HighBounceFloorMaterial);
addMaterialMapping( "grass" , GrassFrictionMaterial);
addMaterialMapping( "ice1" , IceFrictionMaterial);
addMaterialMapping( "rug" , RugFrictionMaterial);
addMaterialMapping( "tarmac" , TarmacFrictionMaterial);
addMaterialMapping( "carpet" , CarpetFrictionMaterial);
addMaterialMapping( "sand" , SandFrictionMaterial);
addMaterialMapping( "water" , WaterFrictionMaterial);
addMaterialMapping( "floor_bounce" , BounceyFrictionMaterial);
addMaterialMapping( "mbp_chevron_friction" , BackwardsForceMaterial);
addMaterialMapping( "mbp_chevron_friction2" , BackwardsForceMaterial);
addMaterialMapping( "mbp_chevron_friction3" , BackwardsForceMaterial);
// 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);
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);
// some custom floors
addMaterialMapping( "carpet", CarpetMaterial);
addMaterialMapping( "blah", LowBounceMaterial);
addMaterialMapping( "mmg_ice", IceMaterial);
addMaterialMapping( "mmg_grass", GrassMaterial);
addmaterialMapping( "mmg_jelly", JellyMaterial);
addMaterialMapping( "mmg_sand", SandMaterial);
addMaterialMapping( "mmg_water", WaterMaterial);
addMaterialMapping( "water", Watermaterial);
addMaterialMapping( "snow", SnowMaterial);
addMaterialMapping( "steel", SteelMaterial);
// bumper floors
addMaterialMapping( "floor_bounce_low", LowBounceMaterial);
addMaterialMapping( "floor_bounce", NormalBounceMaterial);
addMaterialMapping( "floor_bounce_high", HighBounceMaterial);
addMaterialMapping( "floor_bounce_very_high", VeryHighBounceMaterial);
$testcheats=1;