Hi all,
Another penny arcade, I found this one while seraching thourgh lots of pictures on line, it simple you have to get the ball to get traped in the wheel with the short hole in it, if you get the long hole then you lose, the wheeel will move it up to the next level, there will be a bar to hold the ball to get your timing right, at the top of each wheel there's a hole in backplate which the ball will fall thourgh if in the long hole gap.
code update
Rem Project: spindrop
Rem Created: 16/01/2009 13:30:30
Rem ***** Main Source File *****
sync on
sync rate 60
autocam off
phy start
position camera 0,0,-100
for t = 1 to 4
make object sphere t,8
scale object t, 100,100,7
make mesh from object t,t
next t
position object 1,-25,-25,3
position object 2,15,0,3
position object 3,-15,15,3
position object 4,15,15,3
make object box 5,30,1,7
make object box 6,20,1,7
make mesh from object 5,5
make mesh from object 6,6
add limb 1,1,5
add limb 1,2,6
rotate limb 1,2,0,0,22.5
add limb 1,3,5
rotate limb 1,3,0,0,45
add limb 1,4,5
rotate limb 1,4,0,0,90
add limb 1,5,6
rotate limb 1,5,0,0,112.5
add limb 1,6,5
rotate limb 1,6,0,0,135
delete object 3
clone object 3,1
position object 3,-25,25,3
delete object 4
clone object 4,1
position object 4,25,50,3
delete object 5
delete object 6
make object box 5,100,1,7
position object 5,25,-34,0
rotate object 5,0,0,10.0
scale object 1,100,100,200
if file exist("wheel.x")
phy make rigid body dynamic mesh 1,"wheel.x"
else
phy load rigid body dynamic mesh 1,"wheel.x"
phy load rigid body dynamic mesh 2,"wheel.x"
endif
phy make rigid body static box 5
PHY SET RIGID BODY KINEMATIC 1,1
delete object 2
clone object 2,1
position object 2,25,0,3
phy make rigid body dynamic mesh 2,"wheel.x"
PHY SET RIGID BODY KINEMATIC 2,1
delete object 3
clone object 3,1
position object 3,-25,25,3
phy make rigid body dynamic mesh 3,"wheel.x"
PHY SET RIGID BODY KINEMATIC 3,1
rem ball
make object sphere 100,5
position object 100,30,-25,0
phy make rigid body dynamic sphere 100
PHY SET RIGID BODY MASS 100,100000.0
make object cylinder 10,10
scale object 10,350,100,350
rotate object 10,90,0,0
make mesh from object 10,10
if file exist("cymesh.x")=1 then delete file "cymesh.x"
save mesh "cymesh.x",10
delete object 10
load object "cymesh.x",10
make object box 11,35,35,7
perform csg difference 11,10
delete object 10
make mesh from object 11,11
if file exist("cymesh2.x")=1 then delete file "cymesh2.x"
save mesh "cymesh2.x",11
delete object 11
load object "cymesh2.x",11
make object box 12,32,70,7
position object 12,16,-16,0
perform csg difference 11,12
delete object 12
position object 11,object position x(1),object position y(1),0
phy make rigid body static mesh 11
make mesh from object 15,11
rem back
make object box 13,200,200,1
position object 13,0,0,2
phy make rigid body static box 13
rem front glass
make object box 14,200,200,1
position object 14,0,0,-6
ghost object on 14,2
phy make rigid body static box 14
make object 15,15,0
rotate object 15,0,180,0
position object 15,object position x(2),object position y(2),0
phy make rigid body static mesh 15
make object box 16,40,1,7
position object 16,5,-16,0
rotate object 16,0,0,-6.25
phy make rigid body static box 16
do
`rotate object 1,0,0,z#
PHY SET RIGID BODY KINEMATIC ROTATION 1, 0, 0, z#
dec z#,3
PHY SET RIGID BODY KINEMATIC ROTATION 2, 0, 0, z2#
inc z2#,3
PHY SET RIGID BODY KINEMATIC ROTATION 3, 0, 0, z3#
dec z3#,3
`rotate object 11,z4#,0,0
`inc z4#,3
phy update
sync
loop
Dark Physics makes any hot drink go cold.