how can I implement a Rope

edited April 2015 in Help request
Hi, all
I want to implement a rope, well, like as Cut the Rope, is there any way to achieve this purpose? Thank you for any help you can provide.

Comments

  • edited May 2015
    Hi hualin and welcome here!

    You can use RopeJoints in order to achieve this. Either with ropes entirely made in config (data-driven) or assembled in code (procedural), using orxBody_AddJointFromConfig().

    If you use the source distribution (by cloning the mercurial repository at https://bitbucket.org/orx/orx), which I recommend, here's a very quick and crude test you can do by opening the file /code/bin/BounceAlt.ini, and adding this to its end:
    [Rope@Ball]
    Color       = (255, 0, 0)
    LifeTime    = -1
    Body        = WallBody
    Position    = (0, 0, 0)
    Scale       = 1
    Alpha       = 1
    FXList      =
    ChildList   = Link1
    ChildJointList= LinkJoint
    
    [Link1@Rope]
    Color       = (0, 255, 0)
    Body        = BallBody
    Position    = (0, 32, 0)
    ChildList   = Link2
    
    [Link2@Link1]
    ChildList   = Link3
    
    [Link3@Link1]
    ChildList   = Link4
    
    [Link4@Link1]
    ChildList   =
    
    
    [LinkJoint]
    Type        = rope
    ParentAnchor= (0, 14, 0)
    ChildAnchor = (0, -14, 0)
    Length      = 4
    
    [WallTrack]
    0           =   Object.Create Rope
    

    You should see a small rope made of green balls in the middle of the screen when launching orx after having compiled it (use one of the Embedded[/d] configuration targets).

    Let us know if you encounter any issues.

    Cheers!
  • edited May 2015
    Wow, very good.
    Thank you for your help, iarwain, and thank you for your engine. Very nice.
  • edited May 2015
    Happy to help and thank you for your appreciation.

    Don't hesitate if you have any questions!
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