// This script is the main entry point of the game //Load scene Atomic.player.loadScene("Scenes/Test.scene"); Atomic.input.setMouseVisible(false); exports.update = function() { if (Atomic.input.getKeyDown(Atomic.KEY_ESCAPE)) { Atomic.engine.exit(); } } //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); }