There was just one problem... configuring the obstacles requires changing the LibLOL code. I don't discourage people from changing LibLOL, but it's better to have an orthogonal way of getting the same behavior. In this case, it's easy: let the scribble mode code take a callback, and use that callback to modify an obstacle immediately after it is created.
This is one of those changes that I can't help but love... there's less code in LibLOL, and more power is exposed to the programmer. But it's not really any harder, and there's less "magic" going on behind the scenes now.
Here's an example of how to provide a callback to scribble mode:
// turn on 'scribble mode'... this says "draw a purple ball that is 1.5x1.5 at the // location where the scribble happened, but only do it if we haven't drawn anything in // 10 milliseconds." It also says "when an obstacle is drawn, do some stuff to the // obstacle". If you don't want any of this functionality, you can replace the whole // "new LolCallback..." region of code with "null". Level.setScribbleMode("purpleball.png", 1.5f, 1.5f, 10, new LolCallback(){ @Override public void onEvent() { // each time we draw an obstacle, it will be visible to this code as the // callback's "attached Actor". We'll change its elasticity, make it disappear // after 10 seconds, and make it so that the obstacles aren't stationary mAttachedActor.setPhysics(0, 2, 0); mAttachedActor.setDisappearDelay(10, true); mAttachedActor.setCanFall(); } });
I'm starting to think that I should redesign more of the LibLOL interfaces to use callbacks... what do you think?
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