How to make a ladder using thyme?

About advanced scenes, and the Thyme scripting language used in Algodoo.

How to make a ladder using thyme?

Postby PlaYZone » Sun Aug 30, 2020 5:24 pm

I saw this video( https://www.youtube.com/watch?v=9EVyN8YK26Y&t=463s) and i saw a ladder in it. but it was a tiny bit different. I WANT TO KNOW HOW TO MAKE THAT THING(ATTACHMENT BELOW)
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PlaYZone
 
Posts: 3
Joined: Wed Aug 12, 2020 6:42 pm

Re: How to make a ladder using thyme?

Postby chris1983 » Mon Aug 31, 2020 11:33 am

What do you mean by

I WANT TO KNOW HOW TO MAKE THAT THING(ATTACHMENT BELOW)


I' m new to algodoo, so my reply won't be the best, but since the forum isn't really active, it might help you.

I made this: https://streamable.com/lrdrgc

Notice that the first step needs to keep going up (you can make it invisible).

If you're intrested, see the spoiler:

Spoiler: show
First of all, in console paste this:
Code: Select all
_rnd= (float, decimals) => { math.toint(float * (10^decimals))/10^decimals};
y=0


Create two steps, the left and the right.
To the left step in poststep paste this
Code: Select all
  scene.my.m1 = e.this;
    vel = [0, 3];
    y = _rnd(pos(1), 1);
    math.mod(y, 2) == 0.5 ? {
        Scene.addBox({
            inertiaMultiplier := 1.0;
            timeToLive := 8;
            textureClamped := [false, false];
            attractionType := 2;
            update := (e)=>{};
            vel := [0.0, 1.0];
            restitution := 0.5;
            onCollide := (e)=>{};
            textureMatrix := [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
            textColor := [1.0, 1.0, 1.0, 1.0];
            area := 1.0;
            collideSet := 1;
            drawBorder := true;
            reflectiveness := 1.0;
            size := [0.51932228, 0.1899994];
            friction := 0.5;
            entityID := 21;
            velocityDamping := [0.0, 0.0, 0.0];
            color := [0.95755696, 0.96695757, 0.95990711, 1.0];
            collideWater := true;
            onSpawn := (e)=>{};
            textFontSize := 32.0;
            onHitByLaser := (e)=>{};
            pos := [-1.3605914, 1.4050003];
            onDie := (e)=>{};
            density := 2.0;
            airFrictionMult := 1.0;
            controllerAcc := 11.0;
            colorHSVA := [135.0, 0.00972184, 0.96695757, 1.0];
            postStep := (e)=>{
                scene.my.m1 = e.this;
                vel = [0, 1];
                y = _rnd(pos(1), 1);
                math.mod(y, 2) == 1 ? {} : {}
            };
            geomID := 12;
            body := 17;
            zDepth := 1.0;
            layer := 0
        })
    } : {}

To the right step in poststep paste this
Code: Select all
  scene.my.m1 = e.this;
    vel = [0, 3];
    y = _rnd(pos(1), 1);
    math.mod(y, 2) == 0.5 ? {
        Scene.addBox({
            inertiaMultiplier := 1.0;
            timeToLive := 6.5;
            textureClamped := [false, false];
            attractionType := 2;
            update := (e)=>{};
            vel := [0.0, 1.0];
            restitution := 0.5;
            onCollide := (e)=>{};
            textureMatrix := [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
            textColor := [1.0, 1.0, 1.0, 1.0];
            area := 1.0;
            collideSet := 1;
            drawBorder := true;
            reflectiveness := 1.0;
            size := [0.51932228, 0.1899994];
            friction := 0.5;
            entityID := 21;
            velocityDamping := [0.0, 0.0, 0.0];
            color := [0.95755696, 0.96695757, 0.95990711, 1.0];
            collideWater := true;
            onSpawn := (e)=>{};
            textFontSize := 32.0;
            onHitByLaser := (e)=>{};
            pos := [-0.75966114, 1.4050003];
            onDie := (e)=>{};
            density := 2.0;
            airFrictionMult := 1.0;
            controllerAcc := 11.0;
            colorHSVA := [135.0, 0.00972184, 0.96695757, 1.0];
            postStep := (e)=>{
                scene.my.m1 = e.this;
                vel = [0, 1];
                y = _rnd(pos(1), 1);
                math.mod(y, 2) == 1 ? {} : {}
            };
            geomID := 12;
            body := 17;
            zDepth := 1.0;
            layer := 0
        })
    } : {}
give a man a fish and you feed him for a day; teach a man to fish and you feed him for a lifetime
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chris1983
 
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