X-Git-Url: https://git.piment-noir.org/?a=blobdiff_plain;ds=sidebyside;f=_Mappings.pde;h=0e296df5b7bb6c5d5aef5fccc42d8f993b852f7b;hb=b3080bf57cb95925eafbea31decefd7a4e8a5edf;hp=4db23303f06e9075172246196401f7e71d37436c;hpb=a797d019e913f56021fcc5d2f9ff994e3e1db08b;p=SugarCubes.git diff --git a/_Mappings.pde b/_Mappings.pde index 4db2330..0e296df 100644 --- a/_Mappings.pde +++ b/_Mappings.pde @@ -25,14 +25,115 @@ class SCMapping implements GLucose.Mapping { cubes[cubeIndex++] = new Cube(5, Cube.EDGE_HEIGHT, -10, 0, 20, 0); cubes[cubeIndex++] = new Cube(0, 2*Cube.EDGE_HEIGHT, -6, 0, 0, 0); cubes[cubeIndex++] = new Cube(-5, 3*Cube.EDGE_HEIGHT, -2, 0, -20, 0); + + cubes[cubeIndex++] = new Cube(Cube.EDGE_WIDTH + 2, 0, 0, 0, 0, 0); + cubes[cubeIndex++] = new Cube(Cube.EDGE_WIDTH + 2, Cube.EDGE_HEIGHT, 5, 0, 10, 0); + cubes[cubeIndex++] = new Cube(Cube.EDGE_WIDTH + 2, 2*Cube.EDGE_HEIGHT, 2, 0, 20, 0); + cubes[cubeIndex++] = new Cube(Cube.EDGE_WIDTH + 2, 3*Cube.EDGE_HEIGHT, 0, 0, 30, 0); + + //Back Cubes behind DJ platform (in order of increasing x) + cubes[cubeIndex++] = new Cube(50, 0, BASS_DEPTH, 0, 0, 0); + cubes[cubeIndex++] = new Cube(52, 5+Cube.EDGE_HEIGHT, BASS_DEPTH, 0, 20, 0); + cubes[cubeIndex++] = new Cube(48, 5+2*Cube.EDGE_HEIGHT, BASS_DEPTH + 10, 0, 0, 0); + cubes[cubeIndex++] = new Cube(45, 5+3*Cube.EDGE_HEIGHT, BASS_DEPTH + 15, 0, -20, 0); + cubes[cubeIndex++] = new Cube(48, 5+4*Cube.EDGE_HEIGHT, BASS_DEPTH + 13, 0, 0, 0); + + cubes[cubeIndex++] = new Cube(79, 0, BASS_DEPTH, 0, 0, 0); + cubes[cubeIndex++] = new Cube(81, 5+Cube.EDGE_HEIGHT, BASS_DEPTH, 0, 20, 0); + cubes[cubeIndex++] = new Cube(83, 5+2*Cube.EDGE_HEIGHT, BASS_DEPTH + 10, 0, 0, 0); + cubes[cubeIndex++] = new Cube(81, 5+3*Cube.EDGE_HEIGHT, BASS_DEPTH + 15, 0, -20, 0); + cubes[cubeIndex++] = new Cube(79, 5+4*Cube.EDGE_HEIGHT, BASS_DEPTH + 13, 0, 0, 0); + + cubes[cubeIndex++] = new Cube(107, 0, BASS_DEPTH, 0, 0, 0); + cubes[cubeIndex++] = new Cube(111, 5+Cube.EDGE_HEIGHT, BASS_DEPTH, 0, 20, 0); + cubes[cubeIndex++] = new Cube(113, 5+2*Cube.EDGE_HEIGHT, BASS_DEPTH + 10, 0, 0, 0); + cubes[cubeIndex++] = new Cube(110, 5+3*Cube.EDGE_HEIGHT, BASS_DEPTH + 15, 0, -20, 0); + //cubes[cubeIndex++] = new Cube(115, 5+4*Cube.EDGE_HEIGHT, BASS_DEPTH + 13, 0, 0, 0); + + cubes[cubeIndex++] = new Cube(133, 0, BASS_DEPTH, 0, 0, 0); + cubes[cubeIndex++] = new Cube(131, 5+Cube.EDGE_HEIGHT, BASS_DEPTH, 0, 20, 0); + cubes[cubeIndex++] = new Cube(133, 5+2*Cube.EDGE_HEIGHT, BASS_DEPTH + 10, 0, 0, 0); + cubes[cubeIndex++] = new Cube(135, 5+3*Cube.EDGE_HEIGHT, BASS_DEPTH + 15, 0, -20, 0); + //cubes[cubeIndex++] = new Cube(137, 5+4*Cube.EDGE_HEIGHT, BASS_DEPTH + 13, 0, 0, 0); + + cubes[cubeIndex++] = new Cube(165, 0, BASS_DEPTH, 0, 0, 0); + cubes[cubeIndex++] = new Cube(164, 5+Cube.EDGE_HEIGHT, BASS_DEPTH, 0, 20, 0); + cubes[cubeIndex++] = new Cube(167, 5+2*Cube.EDGE_HEIGHT, BASS_DEPTH + 10, 0, 0, 0); + cubes[cubeIndex++] = new Cube(163, 5+3*Cube.EDGE_HEIGHT, BASS_DEPTH + 15, 0, -20, 0); + cubes[cubeIndex++] = new Cube(168, 5+4*Cube.EDGE_HEIGHT, BASS_DEPTH + 13, 0, 0, 0); + + //front DJ cubes + cubes[cubeIndex++] = new Cube( (TRAILER_WIDTH - BASS_WIDTH)/2, BASS_HEIGHT + 0, 10, 0, 0, 0); + cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2, BASS_HEIGHT + Cube.EDGE_HEIGHT, 0, 0, 20, 0); + + cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + Cube.EDGE_HEIGHT + 3, BASS_HEIGHT, 10, 0, 0, 0); + cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + Cube.EDGE_HEIGHT + 2, BASS_HEIGHT+Cube.EDGE_HEIGHT, 0, 0, 20, 0); + - cubes[cubeIndex++] = new Cube(40, 0, 20, 0, 0, 0); - cubes[cubeIndex++] = new Cube(45, Cube.EDGE_HEIGHT, 10, 0, 20, 0); - cubes[cubeIndex++] = new Cube(40, 2*Cube.EDGE_HEIGHT, 14, 0, 0, 0); - cubes[cubeIndex++] = new Cube(35, 3*Cube.EDGE_HEIGHT, 18, 0, -20, 0); - cubes[cubeIndex++] = new Cube(40, 4*Cube.EDGE_HEIGHT, 13, 0, 0, 0); + cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + 2*Cube.EDGE_HEIGHT + 5, BASS_HEIGHT + 0, 10, 0, 0, 0); + cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + 2*Cube.EDGE_HEIGHT + 6, BASS_HEIGHT + Cube.EDGE_HEIGHT, 10, 0, 10, 0); + + cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + 3*Cube.EDGE_HEIGHT + 9, BASS_HEIGHT + 0, 10, 0, 0, 0); + cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + 3*Cube.EDGE_HEIGHT + 8, BASS_HEIGHT + Cube.EDGE_HEIGHT, 10, 0, 0, 0); + + cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 15, BASS_HEIGHT + 0, 10, 0, 0, 0); + cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 14, BASS_HEIGHT + Cube.EDGE_HEIGHT, 10, 0, 0, 0); + + // left dj cubes + + cubes[cubeIndex++] = new Cube( (TRAILER_WIDTH - BASS_WIDTH)/2, BASS_HEIGHT + 0, Cube.EDGE_HEIGHT + 2, 0, 0, 0); + cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2, BASS_HEIGHT + Cube.EDGE_HEIGHT, Cube.EDGE_HEIGHT + 4, 0, 20, 0); + + cubes[cubeIndex++] = new Cube( (TRAILER_WIDTH - BASS_WIDTH)/2, BASS_HEIGHT + 0, 2*Cube.EDGE_HEIGHT + 4, 0, 0, 0); + cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2, BASS_HEIGHT + Cube.EDGE_HEIGHT, 2*Cube.EDGE_HEIGHT + 6, 0, 20, 0); + + // right dj cubes + + cubes[cubeIndex++] = new Cube( (TRAILER_WIDTH - BASS_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 15, BASS_HEIGHT + 0, Cube.EDGE_HEIGHT + 2, 0, 0, 0); + cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 15, BASS_HEIGHT + Cube.EDGE_HEIGHT, Cube.EDGE_HEIGHT + 4, 0, 20, 0); + + cubes[cubeIndex++] = new Cube( (TRAILER_WIDTH - BASS_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 15, BASS_HEIGHT + 0, 2*Cube.EDGE_HEIGHT + 4, 0, 0, 0); + cubes[cubeIndex++] = new Cube((TRAILER_WIDTH - BASS_WIDTH)/2 + 4*Cube.EDGE_HEIGHT + 15, BASS_HEIGHT + Cube.EDGE_HEIGHT, 2*Cube.EDGE_HEIGHT + 6, 0, 20, 0); + + // + cubes[cubeIndex++] = new Cube(200, 0, 10, 0, 0, 0); + cubes[cubeIndex++] = new Cube(205, Cube.EDGE_HEIGHT, 0, 0, 20, 0); + cubes[cubeIndex++] = new Cube(200, 2*Cube.EDGE_HEIGHT, 4, 0, 0, 0); + cubes[cubeIndex++] = new Cube(195, 3*Cube.EDGE_HEIGHT, 8, 0, -20, 0); + cubes[cubeIndex++] = new Cube(200, 4*Cube.EDGE_HEIGHT, 3, 0, 0, 0); - + cubes[cubeIndex++] = new Cube(200, 0, 10, 0, 0, 0); + cubes[cubeIndex++] = new Cube(205, Cube.EDGE_HEIGHT, 0, 0, 20, 0); + cubes[cubeIndex++] = new Cube(200, 2*Cube.EDGE_HEIGHT, 4, 0, 0, 0); + cubes[cubeIndex++] = new Cube(195, 3*Cube.EDGE_HEIGHT, 8, 0, -20, 0); + + cubes[cubeIndex++] = new Cube(10, 0 , Cube.EDGE_HEIGHT + 10, 0, 40, 0); + cubes[cubeIndex++] = new Cube(3, Cube.EDGE_HEIGHT, Cube.EDGE_HEIGHT + 8, 0, 20, 0); + cubes[cubeIndex++] = new Cube(0, 2*Cube.EDGE_HEIGHT, Cube.EDGE_HEIGHT + 10, 0, 40, 0); + cubes[cubeIndex++] = new Cube(0, 3*Cube.EDGE_HEIGHT, Cube.EDGE_HEIGHT + 10, 0, 60, 0); + cubes[cubeIndex++] = new Cube(0, 4*Cube.EDGE_HEIGHT, Cube.EDGE_HEIGHT + 10, 0, 40, 0); + + cubes[cubeIndex++] = new Cube(20, 0 , 2*Cube.EDGE_HEIGHT + 18, 0, 40, 0); + cubes[cubeIndex++] = new Cube(30, Cube.EDGE_HEIGHT, 2*Cube.EDGE_HEIGHT + 18, 0, 20, 0); + cubes[cubeIndex++] = new Cube(25, 2*Cube.EDGE_HEIGHT, 2*Cube.EDGE_HEIGHT + 18, 0, 40, 0); + cubes[cubeIndex++] = new Cube(30, 3*Cube.EDGE_HEIGHT, 2*Cube.EDGE_HEIGHT + 18, 0, 60, 0); + cubes[cubeIndex++] = new Cube(32, 4*Cube.EDGE_HEIGHT, 2*Cube.EDGE_HEIGHT + 18, 0, 40, 0); + + cubes[cubeIndex++] = new Cube(210, 0 , Cube.EDGE_HEIGHT + 15, 0, 40, 0); + cubes[cubeIndex++] = new Cube(215, Cube.EDGE_HEIGHT, Cube.EDGE_HEIGHT + 15, 0, 20, 0); + cubes[cubeIndex++] = new Cube(218, 2*Cube.EDGE_HEIGHT, Cube.EDGE_HEIGHT + 15, 0, 40, 0); + cubes[cubeIndex++] = new Cube(213, 3*Cube.EDGE_HEIGHT, Cube.EDGE_HEIGHT + 15, 0, 60, 0); + cubes[cubeIndex++] = new Cube(210, 4*Cube.EDGE_HEIGHT, Cube.EDGE_HEIGHT + 15, 0, 40, 0); + + cubes[cubeIndex++] = new Cube(210, 0 , 2*Cube.EDGE_HEIGHT + 25, 0, 40, 0); + cubes[cubeIndex++] = new Cube(215, Cube.EDGE_HEIGHT, 2*Cube.EDGE_HEIGHT + 25, 0, 20, 0); + cubes[cubeIndex++] = new Cube(212, 2*Cube.EDGE_HEIGHT, 2*Cube.EDGE_HEIGHT + 25, 0, 40, 0); + cubes[cubeIndex++] = new Cube(215, 3*Cube.EDGE_HEIGHT, 2*Cube.EDGE_HEIGHT + 25, 0, 60, 0); + cubes[cubeIndex++] = new Cube(210, 4*Cube.EDGE_HEIGHT, 2*Cube.EDGE_HEIGHT + 25, 0, 40, 0); + + //bridge cubes + + if (true) { return cubes; }