//----------------------------------------------------------------------------- // 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;