// This script is the main entry point of the game
//Load scene
Atomic.player.loadScene("Scenes/Test.scene");

//init DPad if its a mobile platform
if(Atomic.platform == "Android" || Atomic.platform == "iOS") {
  var DPad = require("DPad");
  var dpad = new DPad();
  dpad.addAll();
  dpad.init();

  var jumpView = new Atomic.UIView();

  var jumpButton = new Atomic.UIButton();
  //unset its skin, because we will use UIImageWidget
  jumpButton.skinBg = "";
  //create ours jump button image
  var jumpButtonImage = new Atomic.UIImageWidget();
  //load image
  jumpButtonImage.setImage("UI/jumpButton.png");
  //resize ours image by 2.2x
  var jumpButtonWidth = jumpButtonImage.imageWidth*2.2;
  var jumpButtonHeight = jumpButtonImage.imageHeight*2.2;
  //calculate position
  var posX = Atomic.graphics.width - Atomic.graphics.width/8-jumpButtonWidth/2;
  var posY = Atomic.graphics.height - Atomic.graphics.height/4-jumpButtonHeight/2;

  //sets jumpButton rect, specify position and end position
  jumpView.rect = [posX, posY, posX+jumpButtonWidth, posY+jumpButtonHeight];
  jumpButton.rect = [0, 0, jumpButtonWidth, jumpButtonHeight];
  //sets jumpButtonImage rect, we specify there only end position
  jumpButtonImage.rect = [0, 0, jumpButtonWidth, jumpButtonHeight];
  //adds image to jumpButton
  jumpButton.addChild(jumpButtonImage);
  //adds jumpButton to the dpad view
  jumpView.addChild(jumpButton);
  //sets jumpButton capturing to false, because we wanna make it multitouchable
  jumpButton.setCapturing(false);
  //binds jumpButton to KEY_SPACE
  Atomic.input.bindButton(jumpButton, Atomic.KEY_SPACE);
}
