"atomic component"; var inspectorFields = { keyboard: false } var PADDLE_SPEED = 0.03; //A Paddle component exports.component = function(self) { self.start = function() { //define node name self.node.name = "Paddle"; self.rigidBody = self.getComponent("RigidBody2D"); self.createStartBall(); self.subscribeToEvent("CreateNewBall", function(_) { self.createStartBall(); self.started = false; }); } self.createStartBall = function() { //create startBall prefab self.startBall = self.scene.createChildPrefab("Ball", "Prefabs/Ball.prefab"); //move the ball off screen, because we will change its position later self.startBall.position2D = [-100, -100]; //also get a Ball component self.startBallComponent = self.startBall.getJSComponent("Ball"); } self.update = function(delta) { //if we haven't ball started if(!self.started) { //check mouse button click if(Atomic.input.getMouseButtonPress(Atomic.MOUSEB_LEFT) || Atomic.input.getKeyDown(Atomic.KEY_SPACE)) { //get rigidBody component of ours ball var body = self.startBall.getComponent("RigidBody2D"); //let's run our ball! body.applyForceToCenter([20 + Math.random(), 20 + Math.random()], true); self.startBallComponent.started = true; self.started = true; } //if we haven't started yet, move our ball with the paddle self.startBall.position2D = [self.node.position2D[0], self.node.position2D[1]+64*Atomic.PIXEL_SIZE]; } if (self.keyboard){ var pos = self.node.position2D; if (Atomic.input.getKeyDown(Atomic.KEY_A) || Atomic.input.getKeyDown(Atomic.KEY_LEFT)) { pos[0] -= PADDLE_SPEED; self.node.position2D = pos; // self.rigidBody.setLinearVelocity([-5, 0]); } else if (Atomic.input.getKeyDown(Atomic.KEY_D) || Atomic.input.getKeyDown(Atomic.KEY_RIGHT)) { pos[0] += PADDLE_SPEED; self.node.position2D = pos; } } else { //get current mouse position, and project screen coordinates to the world coordinates var pos = Atomic.renderer.getViewport(0).screenToWorldPoint(Atomic.input.getMousePosition()[0], 0, 0); //set y value to -3 pos[1] = -Atomic.graphics.height/2.5*Atomic.PIXEL_SIZE; // set paddle position to the calculated one self.node.position2D = pos; } if(self.node.position2D[0] < -Atomic.graphics.width / 2*Atomic.PIXEL_SIZE) { self.node.position2D = [-Atomic.graphics.width / 2*Atomic.PIXEL_SIZE, -Atomic.graphics.height/2.5*Atomic.PIXEL_SIZE]; } if(self.node.position2D[0] > Atomic.graphics.width / 2*Atomic.PIXEL_SIZE) { self.node.position2D = [Atomic.graphics.width / 2*Atomic.PIXEL_SIZE, -Atomic.graphics.height/2.5*Atomic.PIXEL_SIZE]; } } }