272 lines
6.5 KiB
Plaintext
272 lines
6.5 KiB
Plaintext
/* This example demonstrates the usage of physics faces.
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*
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* Faces references other groups of the collection. The same group
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* can be used for many faces, but to illustrate it we are adding
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* a rectangle of different color for each face of a cube.
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* It will apply impulses on the cube when receiving messages, so
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* it's possible to see the cube rotating and moving.
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*
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* It can be tested with edje_player slave mode
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* $ edje_player -S -p -g example_group physics_3d.edj
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*
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* message 1 FLOAT_SET 3 80 -100 0 -> apply an impulse on red box with
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* x = 50, y = -100, z = 0, for example
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* message 2 FLOAT_SET 3 0 100 0 -> apply a torque impulse on red box with
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* x = 4, y = 0, z = 0.8, for example
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*/
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#define ID_IMPULSE (1)
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#define ID_TORQUE_IMPULSE (2)
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collections {
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group {
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name: "right";
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parts {
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part {
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name: "face";
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type: RECT;
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description {
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state: "default" 0.0;
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color: 0 0 255 255; /* blue */
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}
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}
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}
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}
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group {
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name: "left";
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parts {
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part {
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name: "face";
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type: RECT;
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description {
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state: "default" 0.0;
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color: 0 255 0 255; /* green */
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}
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}
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}
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}
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group {
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name: "front";
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parts {
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part {
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name: "face";
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type: RECT;
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description {
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state: "default" 0.0;
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color: 0 0 0 255; /* black */
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}
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}
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}
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}
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group {
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name: "back";
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parts {
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part {
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name: "face";
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type: RECT;
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description {
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state: "default" 0.0;
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color: 120 120 120 255; /* gray */
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}
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}
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}
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}
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group {
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name: "top";
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parts {
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part {
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name: "face";
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type: RECT;
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description {
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state: "default" 0.0;
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color: 255 0 255 255; /* purple */
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}
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}
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}
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}
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group {
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name: "bottom";
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parts {
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part {
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name: "face";
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type: RECT;
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description {
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state: "default" 0.0;
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color: 0 255 255 255; /* yellow */
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}
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}
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}
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}
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group {
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name: "example_group";
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physics {
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world {
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gravity: 0 80 0;
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rate: 30;
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z: -100;
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depth: 200;
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}
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}
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script {
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public message(Msg_Type:type, id, ...) {
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if ((id == ID_IMPULSE) && (type == MSG_FLOAT_SET)) {
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new Float:x, Float:y, Float:z;
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new n = numargs();
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if (n < 5) return;
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x = getfarg(2);
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y = getfarg(3);
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z = getfarg(4);
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physics_impulse(PART:"red_box", x, y, z);
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}
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else if ((id == ID_TORQUE_IMPULSE) && (type == MSG_FLOAT_SET)) {
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new Float:x, Float:y, Float:z;
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new n = numargs();
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if (n < 5) return;
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x = getfarg(2);
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y = getfarg(3);
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z = getfarg(4);
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physics_torque_impulse(PART:"red_box", x, y, z);
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}
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}
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}
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parts {
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part {
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name: "background";
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type: RECT;
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physics_body: NONE;
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description {
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state: "default" 0.0;
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color: 255 255 255 255; /* white */
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rel1.relative: 0.0 0.0;
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rel2.relative: 1.0 1.0;
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}
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}
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part {
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name: "red_box";
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type: RECT;
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physics_body: RIGID_BOX;
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description {
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state: "default" 0.0;
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color: 255 0 0 255; /* light red */
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rel1.relative: 0.4 0.1;
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rel2.relative: 0.55 0.3;
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aspect: 1 1;
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physics {
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mass: 30;
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z: -24;
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depth: 48;
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restitution: 0.85;
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movement_freedom {
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linear: 1 1 1;
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angular: 1 1 1;
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}
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faces {
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face {
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type: BOX_FRONT;
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source: "front";
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}
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face {
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type: BOX_BACK;
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source: "back";
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}
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face {
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type: BOX_TOP;
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source: "top";
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}
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face {
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type: BOX_BOTTOM;
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source: "bottom";
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}
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face {
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type: BOX_LEFT;
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source: "left";
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}
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face {
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type: BOX_RIGHT;
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source: "right";
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}
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}
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}
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}
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}
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part {
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name: "floor";
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type: RECT;
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physics_body: BOUNDARY_BOTTOM;
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description {
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state: "default" 0.0;
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visible: 0;
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physics {
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restitution: 0.8;
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}
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}
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}
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part {
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name: "front";
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type: RECT;
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physics_body: BOUNDARY_FRONT;
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description {
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state: "default" 0.0;
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visible: 0;
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physics {
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restitution: 0.4;
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}
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}
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}
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part {
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name: "back";
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type: RECT;
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physics_body: BOUNDARY_BACK;
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description {
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state: "default" 0.0;
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visible: 0;
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physics {
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restitution: 0.4;
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}
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}
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}
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part {
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name: "left";
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type: RECT;
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physics_body: BOUNDARY_LEFT;
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description {
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state: "default" 0.0;
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visible: 0;
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physics {
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restitution: 0.4;
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}
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}
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}
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part {
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name: "right";
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type: RECT;
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physics_body: BOUNDARY_RIGHT;
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description {
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state: "default" 0.0;
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visible: 0;
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physics {
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restitution: 0.4;
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}
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}
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}
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}
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}
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}
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