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@@ -21,6 +21,10 @@ function start() {
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// can we create off our node instead of scene?
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// can we create off our node instead of scene?
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var vnode = scene.createChild("RigidBody");
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var vnode = scene.createChild("RigidBody");
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+
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+ var sprite2D = vnode.createComponent("StaticSprite2D");
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+ sprite2D.sprite = cache.getResource("Sprite2D", "Sprites/vine.png");
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+
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var vbody = vnode.createComponent("RigidBody2D");
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var vbody = vnode.createComponent("RigidBody2D");
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vbody.bodyType = Atomic.BT_DYNAMIC;
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vbody.bodyType = Atomic.BT_DYNAMIC;
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@@ -33,9 +37,12 @@ function start() {
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vnode.position = [x + 0.5 + 1.0 * i, y, 0.0];
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vnode.position = [x + 0.5 + 1.0 * i, y, 0.0];
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vbox.size = [1.0, 0.1];
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vbox.size = [1.0, 0.1];
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- vbox.density = 10.0;
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+ vbox.density = 5.0;
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vbox.categoryBits = 0x0001;
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vbox.categoryBits = 0x0001;
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-
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+
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+ if (i == NUM_OBJECTS - 1)
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+ vbody.angularDamping = 0.4;
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+
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var joint = vnode.createComponent("ConstraintRevolute2D");
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var joint = vnode.createComponent("ConstraintRevolute2D");
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joint.otherBody = prevBody;
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joint.otherBody = prevBody;
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joint.anchor = [x + i, y];
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joint.anchor = [x + i, y];
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@@ -47,6 +54,6 @@ function start() {
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var constraintRope = node.createComponent("ConstraintRope2D");
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var constraintRope = node.createComponent("ConstraintRope2D");
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constraintRope.otherBody = prevBody;
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constraintRope.otherBody = prevBody;
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constraintRope.ownerBodyAnchor = [x, y];
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constraintRope.ownerBodyAnchor = [x, y];
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- constraintRope.maxLength = (NUM_OBJECTS - 1.0 + 0.01);
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+ constraintRope.maxLength = (NUM_OBJECTS + 0.01);
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}
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}
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