I'm able to rotate the sprite 90-degree angle but unable to change the angle of the physics body. My purpose is to connect multiple sprites with createBlock() to make a breakable tower object. I want to add setRotation() to PhysicsBody::createBox but error showed up and was unable to implement what I want to do. I googled for some solutions but wasn't able to find a helpful solution to my problem. I would love to hear some tips or examples from you!
Here is the function to create a Block sprite. Added 90 so that the sprite will be rotated to 90 degrees.
createBlock(BlockType::Block1, Point(586, 150), 90);
↓
void GameLayer::createBlock(BlockType type, Point position, float angle)
{
std::string fileName;
switch (type)
{
case BlockType::Block1:
fileName = "block1.png";
break;
case BlockType::Block2:
fileName = "block2.png";
break;
case BlockType::Roof:
fileName = "roof.png";
break;
default:
fileName = "stone.png";
break;
}
auto block = Sprite::create(fileName.c_str());
block->setPosition(position);
block->setRotation(angle);
block->setTag(T_Block);
PhysicsBody* body;
switch (type)
{
case BlockType::Block1:
case BlockType::Block2:
{
body = PhysicsBody::createBox(block->getContentSize(), PhysicsMaterial(0.5, 0.5, 0.3));
body->setDynamic(true);
body->setContactTestBitmask(0x01);
break;
}
case BlockType::Roof:
{
Point points[3] = {Point(-50, -25), Point(0, 25), Point(50, -25)};
body = PhysicsBody::createPolygon(points, 3, PhysicsMaterial(0.5, 0.5, 0.3));
body->setDynamic(true);
body->setContactTestBitmask(0x01);
break;
}
default:
{
body = PhysicsBody::createBox(block->getContentSize(), PhysicsMaterial(0.5, 0.5, 0.3));
body->setDynamic(false);
break;
}
}
block->setPhysicsBody(body);
addChild(block, Z_Block);
}
If you want to rotate not only the sprite but also physics, we must call setRotation(angle) after calling block->setPhysicsBody(body).
So, please fix code like below...
1st: block->setPhysicsBody(body);
next: block->setRotation(angle);
last: addChild(block, Z_Block);
I know your code and have experienced same problem before! I have this text book, too.(^ ^)
Related
I have following code in func draw(_ dirtyRect: NSRect) method but all the lines are drawn with the same color even if it should be randomized. I read that it may has something to do with fps but is there any way how to draw it multicolored?
Thanks for any hint.
for y in 1...3 {
for x in 1...20 {
switch arc4random_uniform(5) {
case 0:
color = NSColor.red
case 1:
color = NSColor.purple
case 2:
color = NSColor.green
case 3:
color = NSColor.blue
case 4:
color = NSColor.yellow
default:
color = NSColor.yellow
}
point.move(to: NSPoint(x: x*10, y: y))
point.line(to: NSPoint(x: x*10, y: y+100))
color.setStroke()
point.stroke()
}
}
Finally I found the solution or at least workaround - I put declaration of
let point = NSBezierPath()
into inner "x" loop and it works as expected. Not sure if it`s the mos efficient and proper solution so any further suggestions are welcome.
I need to flip a card to see its back, then side and then front gradually with animation like this: https://www.youtube.com/watch?v=te0Je0y4zU0 . How I can do this with cocos2d-x? I have took a look on OrbitCamera and RotateBy in 3D tests. They are very close to the one I want to, the only problem is that when the sprite turns around I see not the back (as at should be another texture, but the same spite from back camera). I understand that I should use 2 sprites to get the effect, but how I should do that, I don't know. Should I position 2 sprite with different Z order? Please advice.
Try this:
float duration = 2.0f;
auto actionBy = RotateBy::create(duration / 2, Vec3(0, 90, 0));
backCard->runAction(RotateBy::create(0, Vec3(0, 90, 0)));
frontCard->runAction( Sequence::create(
actionBy,
CallFunc::create([backCard, actionBy](){backCard->runAction(actionBy);}),
nullptr)
you need to simply do this :
CCRotateTo *act1= CCRotateTo::create(0.5, -180);
CCRotateTo *act2= CCRotateTo::create(1.0, 180);
CCSequence* act3 = CCSequence::create(act1,act2,NULL);
sprite->runAction(act3);
you should view https://www.youtube.com/watch?v=Q4fJrMvZVhI
same with cocos2dx using javascript.
reveal: function (pIsFaceUp) {
let self = this;
let timeFlip =0.5;
let callFunc = cc.callFunc(function () {
self.cardBG.spriteFrame = pIsFaceUp ? self.texFrontBG : self.texBackBG;
self.point.node.active = pIsFaceUp;
self.suit.node.active = pIsFaceUp;
self.mainPic.node.active = pIsFaceUp;
if(!pIsFaceUp)
self.node.skewY=135;
else
self.node.skewY=45;
});
if(!pIsFaceUp)
{
self.node.skewY=0;
let action = cc.skewBy(timeFlip/2,0,45);
let action2 = cc.skewTo(timeFlip/2,0,180);
self.node.runAction(cc.sequence(action,callFunc,action2));
}else
{
self.node.skewY=180;
let action = cc.skewBy(timeFlip/2,0,-45);
let action2 = cc.skewTo(timeFlip/2,0,0);
self.node.runAction(cc.sequence(action,callFunc,action2));
}
},
Use 2 Sprites: spriteFront, spriteBack
init (show spriteBack at first):
scale spriteFront to (0, 1) (scale X to 0, while keeping scale Y to 1)
scale spriteBack to (1, 1)
flip animation:
scale spriteBack to (0, 1)
after the animation,
scale spriteFront to (1, 1)
float fDuration = 0.8f;
CCArray* pArray = CCArray::create();
pArray->addObject(CCScaleTo::create(fDuration/2, 0, 1));
pArray->addObject(CCTargetedAction::create(spriteFront, CCScaleTo::create(fDuration/2, 1)));
CCFiniteTimeAction* flipCardAnimation = CCSequence::create(pArray);
spriteBack->runAction(flipCardAnimation);
I am trying to rotate my sprite when i push to go left. right now my character is idling and running to the right. but im having trouble rotating to the left.
here is my chunk of code. if anyone could help me, that would be awesome.
public void draw(SpriteBatch spriteBatch) {
stateTime += Gdx.graphics.getDeltaTime();
//continue to keep looping
if(Gdx.input.isTouched()){
int xTouch = Gdx.input.getX();
int yTouch = Gdx.input.getY();
//System.out.println(Gdx.graphics.getWidth()/4);
//go left
if(xTouch < (width/4) && yTouch > height - (height/6)){
currentRunFrame = runAnimation.getKeyFrame(stateTime, true);
spriteBatch.draw(currentRunFrame, runSprite.getX() - 32, runSprite.getY() + 150, 128, 128);
RealGame.leftButton = new Texture(Gdx.files.internal("leftButtonOver.png"));
moveLeft();
}
if(xTouch > (width/4) && xTouch < (width/4)*2 && yTouch > height - (height/6)){
currentRunFrame = runAnimation.getKeyFrame(stateTime, true);
spriteBatch.draw(currentRunFrame, runSprite.getX() - 32, runSprite.getY() + 150, 128, 128);
RealGame.rightButton = new Texture(Gdx.files.internal("rightButtonOver.png"));
moveRight();
}
if(xTouch > (width/4) * 2 && xTouch < (width/4) * 3 && yTouch > height - (height/6)){
RealGame.shootButton = new Texture(Gdx.files.internal("shootButtonOver.png"));
}
if(xTouch > (width/4) * 3 && xTouch < (width/4) * 4 && yTouch > height - (height/6)){
RealGame.jumpButton = new Texture(Gdx.files.internal("jumpButtonOver.png"));
}
}
if(!Gdx.input.isTouched()){
currentIdleFrame = idleAnimation.getKeyFrame(stateTime, true);
spriteBatch.draw(currentIdleFrame, idleSprite.getX() - 32, idleSprite.getY() + 150, 128, 128);
RealGame.leftButton = new Texture(Gdx.files.internal("leftButton.png"));
RealGame.rightButton = new Texture(Gdx.files.internal("rightButton.png"));
RealGame.shootButton = new Texture(Gdx.files.internal("shootButton.png"));
RealGame.jumpButton = new Texture(Gdx.files.internal("jumpButton.png"));
moveStop();
}
}
thank you in advance, and let me know if you need more info.
I assume your currentIdleFrame is a Texture or TextureRegion, not a Sprite. One of SpriteBatchs draw methode with Texture supports a flipX and flipY. Using this you can flip him, for example if you are walking to the left, but your Texture is facing to the right. Also this supports rotation, which should be the rotation in degrees.
Verry important note: You create new Texture every render loop. Don't do this. Instead load all your Textures in a Texture[] frames and draw the right one, depending on stateTime. Also take a look at Animations class, which will help you with this.
Hope i could help
Use a SpriteBatch draw method that takes boolean flipX parameter or call flip on the Sprite.
Oh, and if this is your main loop, stop loading the textures like you are. Load them in the beginning and just swap them as needed.
I have a custom animated UIViewController transition, and it seems that there is a bug in iOS that screws up the layout in landscape orientation. In the main animation method, i'm given a mix of landscape and portrait views. (In portrait the views are all portrait, so no problem.)
- (void)animateTransition:(id <UIViewControllerContextTransitioning>)transitionContext;
{
UIViewController* toViewController = [transitionContext viewControllerForKey:UITransitionContextToViewControllerKey];
UIViewController* fromViewController = [transitionContext viewControllerForKey:UITransitionContextFromViewControllerKey];
UIView *containerView = [transitionContext containerView];
// fromViewController.view => landscape, transform
// toViewController.view => portrait, transform
// containerView => portrait, no transform
[containerView addSubview:toViewController.view];
// ...animation... //
}
I know that the frame property is not reliable when a view has a transform - so I'm guessing this is the root of the problem. In landscape mode, the to/from viewControllers views have a 90 deg clockwise transform [0 -1 1 0]. I've tried using bounds/center to size and position the view, as well removing the transform and then reapplying it, but UIKit fights me and insists on displaying the view as portrait. Annoying!
In the screenshot, the dark grey is the UIWindow background, and the red is the added modal view controller which should cover the whole screen.
Anyone found a workaround?
Ok, the fix is surprisingly simple:
Set the toViewController frame to the container before adding the view to the container.
toViewController.view.frame = containerView.frame;
[containerView addSubview:toViewController.view];
Update: There is still a limitation in that you don't know the orientation of the frame. It is portrait initially, but stretched into landscape when it is displayed on screen. If you wanted to slide in the view from the right, in landscape it might slide in from the "top" (or the bottom if viewing the other landscape!)
I came across this issue and I just don't feel that the above solutions do this any justice. I propose a solution that doesn't require hacky code and hard coded frames.
UIView has an awesome function to convert a CGRect into the coordinate space of another (namely; +[UIView convertRect:fromView:]). So I want to detail a far simpler way one can achieve this effect in any orientation without any hardcoded values. In this example lets say we want a simple animation that slides a view in from the right of the screen.
So in our animator's animateTransition(:) we could simply perform the following:
Swift
func animateTransition(transitionContext: UIViewControllerContextTransitioning) {
let toViewController = transitionContext.viewControllerForKey(UITransitionContextToViewControllerKey)!
let fromViewController = transitionContext.viewControllerForKey(UITransitionContextFromViewControllerKey)!
let toView = toViewController.view
let fromView = fromViewController.view
let containerView = transitionContext.containerView()
if(isPresenting) {
//now we want to slide in from the right
let startingRect = CGRectOffset(fromView.bounds, CGRectGetWidth(fromView.bounds), 0)
toView.frame = containerView.convertRect(startingRect, fromView:fromView);
containerView.addSubview(toView)
let destinationRect = containerView.convertRect(fromView.bounds, fromView: fromView)
UIView.animateWithDuration(transitionDuration(transitionContext),
delay: 0,
usingSpringWithDamping: 0.7,
initialSpringVelocity: 0.7,
options: .BeginFromCurrentState,
animations: { () -> Void in
toView.frame = destinationRect
}, completion: { (complete) -> Void in
transitionContext.completeTransition(!transitionContext.transitionWasCancelled())
})
} else {
//we want to slide out to the right
let endingRect = containerView.convertRect(CGRectOffset(fromView.bounds, CGRectGetWidth(fromView.bounds), 0), fromView: fromView)
UIView.animateWithDuration(transitionDuration(transitionContext),
delay: 0,
usingSpringWithDamping: 0.7,
initialSpringVelocity: 0.7,
options: .BeginFromCurrentState,
animations: { () -> Void in
fromView.frame = endingRect
}, completion: { (complete) -> Void in
if !transitionContext.transitionWasCancelled() {
fromView.removeFromSuperview()
}
transitionContext.completeTransition(!transitionContext.transitionWasCancelled())
})
}
}
Objective-C
UIViewController* toViewController = [transitionContext viewControllerForKey:UITransitionContextToViewControllerKey];
UIViewController* fromViewController = [transitionContext viewControllerForKey:UITransitionContextFromViewControllerKey];
UIView *toView = toViewController.view;
UIView *fromView = fromViewController.view;
UIView *containerView = [transitionContext containerView];
if(self.isPresenting) {
//now we want to slide in from the right
CGRect startingRect = CGRectOffset(fromView.bounds, CGRectGetWidth(fromView.bounds), 0);
toView.frame = [containerView convertRect:startingRect fromView:fromView];
[containerView addSubview:toView];
[UIView animateWithDuration:[self transitionDuration:transitionContext]
animations:^{
toView.frame = [containerView convertRect:fromView.bounds
fromView:fromView];
}
completion:^(BOOL finished) {
[transitionContext completeTransition:![transitionContext transitionWasCancelled]];
}];
} else {
//we want to slide out to the right
[UIView animateWithDuration:[self transitionDuration:transitionContext]
animations:^{
CGRect endingRect = CGRectOffset(fromView.bounds, CGRectGetWidth(fromView.bounds), 0);
fromView.frame = [containerView convertRect:endingRect fromView:fromView];
}
completion:^(BOOL finished) {
[fromView removeFromSuperview];
[transitionContext completeTransition:![transitionContext transitionWasCancelled]];
}];
}
I hope this helps someone else who came here in the same boat (if it does, an up-vote won't hurt :) )
The existing answer goes part way but not all the way (we want proper frames and rotation handling on both devices, all orientations, for both animated and interactive transitions).
This blog post helps:
http://www.brightec.co.uk/blog/ios-7-custom-view-controller-transitions-and-rotation-making-it-all-work
And it quotes an Apple Support person stating the true nature of the problem:
"For custom presentation transitions we setup an intermediate view between the window and the windows rootViewController's view. This view is the containerView that you perform your animation within. Due to an implementation detail of auto-rotation on iOS, when the interface rotates we apply an affine transform to the windows rootViewController's view and modify its bounds accordingly. Because the containerView inherits its dimensions from the window instead of the root view controller's view, it is always in the portrait orientation."
"If your presentation animation depends upon the orientation of the presenting view controller, you will need to detect the presenting view controller's orientation and modify your animation appropriately. The system will apply the correct transform to the incoming view controller but you're animator need to configure the frame of the incoming view controller."
But it doesn't address interactive transitions.
I worked out a complete solution to the problem here:
https://github.com/alfiehanssen/Cards
Essentially, you need to calculate the frames of your viewControllers based on the orientation of one of the viewControllers (toViewController or fromViewController) rather than the bounds of the transitionContext's containerView.
I was stumped with this issue as well. I didn't like the switch/case solution too much. I ended up creating this function instead:
#implementation UIView (Extras)
- (CGRect)orientationCorrectedRect:(CGRect)rect {
CGAffineTransform ct = self.transform;
if (!CGAffineTransformIsIdentity(ct)) {
CGRect superFrame = self.superview.frame;
CGPoint transOrigin = rect.origin;
transOrigin = CGPointApplyAffineTransform(transOrigin, ct);
rect.origin = CGPointZero;
rect = CGRectApplyAffineTransform(rect, ct);
if (rect.origin.x < 0.0) {
transOrigin.x = superFrame.size.width + rect.origin.x + transOrigin.x;
}
if (rect.origin.y < 0.0) {
transOrigin.y = superFrame.size.height + rect.origin.y + transOrigin.y;
}
rect.origin = transOrigin;
}
return rect;
}
- (CGRect)orientationCorrectedRectInvert:(CGRect)rect {
CGAffineTransform ct = self.transform;
if (!CGAffineTransformIsIdentity(ct)) {
ct = CGAffineTransformInvert(ct);
CGRect superFrame = self.superview.frame;
superFrame = CGRectApplyAffineTransform(superFrame, ct);
CGPoint transOrigin = rect.origin;
transOrigin = CGPointApplyAffineTransform(transOrigin, ct);
rect.origin = CGPointZero;
rect = CGRectApplyAffineTransform(rect, ct);
if (rect.origin.x < 0.0) {
transOrigin.x = superFrame.size.width + rect.origin.x + transOrigin.x;
}
if (rect.origin.y < 0.0) {
transOrigin.y = superFrame.size.height + rect.origin.y + transOrigin.y;
}
rect.origin = transOrigin;
}
return rect;
}
Basically, you can create your frame rects using the portrait or landscape coordinates but run it through the function with the view's transform before applying it to the view. With this method, you can use bounds to get correct view size.
CGRect endFrame = toViewController.view.frame;
CGRect startFrame = endFrame;
startFrame.origin.y = fromViewController.view.bounds.size.height;
endFrame = [fromViewController.view orientationCorrectedRect:endFrame];
startFrame = [fromViewController.view orientationCorrectedRect:startFrame];
toViewController.view.frame = startFrame;
One solution is to have a very short (or zero-second) transition, then once the transition is finished and your view controller is presented, it will have the correct transforms applied to it. You then perform your animations from within the presented view controller itself.
I have a set of relatively simple electrical circuits. Small ones involving just resistors, capacitors, inductors, and trimmers/trimpots (ie: three-terminal variable resistors).
I am trying to find a simple way to render these circuits from the matrix of node-voltage equations. I don't need to calculate current/voltage values (I am already capable of doing that).
I have a basic understanding of how to render 2D shapes in HTML5. At this point, I just need a simple way to place and connect the shapes via lines. I could always do a simple placement, but any suggestions on how to avoid re-inventing the wheel would be great.
Thank you.
Sorry it's been a while, but I've finished the library I promised you. Using it, I can create circuits like these:
I've created a simplified drawing system in javascript for you to use by building a short library.Copy and paste the code for it into your page, and then leave it be. If you want to change it, either ask me (or someone else who know Javascript), or learn it at a website like W3Schools or the Mozilla MDN. The code requires a canvas element with the id "canvas". The code:
"use strict"
var wW=window.innerWidth;
var wH=window.innerHeight;
var canvasHTML=document.getElementById("canvas");
canvasHTML.width=wW;
canvasHTML.height=wH;
var ctx=canvasHTML.getContext("2d");
var ix;
var iy;
var x;
var y;
var d;
var dx;
var dy;
function beginCircuit(a,b)
{
ctx.lineWidth=1.5;
ctx.strokeStyle="#000";
ctx.beginPath();
x=a;
y=b;
d=0;
dx=1;
dy=0;
ix=x;
iy=y;
ctx.moveTo(x,y);
drawWire(50);
drawPower();
}
function endCircuit()
{
ctx.lineTo(ix,iy);
ctx.stroke();
}
function drawWire(l)
{
x+=dx*l;
y+=dy*l;
ctx.lineTo(x,y);
}
function drawPower()
{
var n;
drawWire(10);
n=3;
ctx.moveTo(x+10*dy,y+10*dx);
ctx.lineTo(x-10*dy,y-10*dx);
x+=dx*5;
y+=dy*5;
while(n--)
{
ctx.moveTo(x+15*dy,y+15*dx);
ctx.lineTo(x-15*dy,y-15*dx);
x+=dx*5;
y+=dy*5;
ctx.moveTo(x+10*dy,y+10*dx);
ctx.lineTo(x-10*dy,y-10*dx);
if(n!=0)
{
x+=dx*5;
y+=dy*5;
}
}
ctx.moveTo(x,y);
drawWire(10);
}
function drawCapacitor()
{
drawWire(22.5);
ctx.moveTo(x+10*dy,y+10*dx);
ctx.lineTo(x-10*dy,y-10*dx);
x+=dx*5;
y+=dy*5;
ctx.moveTo(x+10*dy,y+10*dx);
ctx.lineTo(x-10*dy,y-10*dx);
ctx.moveTo(x,y);
drawWire(22.5);
}
function drawInductor()
{
var n,xs,ys;
drawWire(9);
n=4;
xs=1+Math.abs(dy);
ys=1+Math.abs(dx);
x+=dx*6;
y+=dy*6;
ctx.scale(xs,ys);
while(n--)
{
ctx.moveTo(x/xs+5*Math.abs(dx),y/ys+5*dy);
ctx.arc(x/xs,y/ys,5,Math.PI/2*dy,Math.PI+Math.PI/2*dy,1);
x+=6.5*dx;
y+=6.5*dy;
if(n!=0)
{
if(dx>=0)
{
ctx.moveTo(x/xs-5*dx,y/ys-5*dy);
}
ctx.moveTo(x/xs-5*dx,y/ys-5*dy);
ctx.arc(x/xs-6.5/2*dx,y/ys-6.5/2*dy,1.5,Math.PI+Math.PI/2*dy,Math.PI/2*dy,1);
}
}
ctx.moveTo(x/xs-1.75*dx,y/ys-1.75*dy);
ctx.scale(1/xs,1/ys);
ctx.lineTo(x,y);
drawWire(9);
}
function drawTrimmer()
{
ctx.moveTo(x+35*dx-7*dy,y+35*dy-7*dx);
ctx.lineTo(x+15*dx+7*dy,y+15*dy+7*dx);
ctx.moveTo(x+13*dx+4*dy,y+13*dy+4*dx);
ctx.lineTo(x+17*dx+10*dy,y+17*dy+10*dx);
ctx.moveTo(x,y);
drawCapacitor();
}
function drawResistor()
{
var n;
drawWire(10);
n=5;
x+=dx*5;
y+=dy*5;
while(n--)
{
ctx.lineTo(x-5*dy,y-5*dx);
ctx.lineTo(x+5*dy,y+5*dx);
x+=5*dx;
y+=5*dy;
}
ctx.lineTo(x,y);
drawWire(10);
}
function turnClockwise()
{
d++;
dx=Math.cos(1.570796*d);
dy=Math.sin(1.570796*d);
}
function turnCounterClockwise()
{
d--;
dx=Math.cos(1.570796*d);
dy=Math.sin(1.570796*d);
}
Then create a new <script type="text/javascript">....</script> tag and put between the tags your drawing code. Drawing code works like this:
You start by calling the function beginCircuit(x,y). Inside the parenthesis, put the x and y coordinates you want to start your circuit at, like so: beginCircuit(200,100). This will draw a wire, and a battery at the coordinates you specified (in pixels). The battery and wire together take up 100 pixels of space on the screen.
Then, you can call any of the following functions:
drawWire(length)
Draws a wire of the length you specify at the end of the circuit. Takes up length amount of space.
turnClockwise(length)
Turns the direction in which your next command will draw 90° clockwise. Takes up no space.
turnCounterClockwise(length)
Turns the direction in which your next command will draw 90° counter-clockwise. Takes up no space.
drawCapacitor(length)
Draws a capacitor at the end of the circuit. Takes up 50px.
drawInductor(length)
Draws an inductor at the end of the circuit. Takes up 50px.
drawResistor(length)
Draws a resistor at the end of the circuit. Takes up 50px.
drawTrimmer(length)
Draws a resistor at the end of the circuit. Takes up 50px.
When you're done drawing circuitry, use the function endCircuit() to close and then draw the circuit. It will automatically draw a wire from the point where you stopped to the beginning of the circuit.
I know it's a lot to do, but it really is a very easy and flexible way to do this once you understand it. If you want to see this in action, go here: http://jsfiddle.net/mindoftea/ZajVE/. Please give it a shot, and if you have problems, comment about it, please.
Thanks and hope this helps!
Nice works! I'm also in need for teaching purpose which includes Circuits (and Mechanics).
packed it into a class if anybody favor OO style. also added some flexibility to customize symbols, e.g. label etc. http://jsfiddle.net/michael_chnc/q01f2htb/
` /*Basic Circuit symbol toolset, still alot missing credit to: https://stackoverflow.com/users/434421/mindoftea*/
class Circuit { constructor(name = "canvas", ix = 50, iy = 50) {
this.canvas = document.getElementById(name);
this.ctx = canvas.getContext("2d");
this.d = 0; ... }
var cc = new Circuit("canvas", 100, 100); cc.ctx.lineWidth = 2; cc.drawPower(60, 1, "E"); cc.drawCapacitor(60, "C=50 \u03bc"); cc.drawSwitch(40, 1, "S1"); cc.drawInductor(50, 4, "I=40"); cc.turnClockwise(); cc.drawTrimmer(60, "T"); cc.drawResistor(60, 3, 1, "R"); cc.turnClockwise(); cc.drawResistor(160, 3, 2, "R"); cc.save(); cc.turnCounterClockwise(); cc.drawWire(20); cc.turnClockwise(); cc.drawResistor(); cc.turnClockwise(); cc.drawWire(20); cc.restore(); cc.turnClockwise(); cc.drawWire(20); cc.turnCounterClockwise(); cc.drawResistor(50, 5, 2, "R2"); cc.turnCounterClockwise(); cc.drawWire(20); cc.turnClockwise(); cc.drawWire(80); cc.turnClockwise(); cc.drawWire(30); cc.drawSwitch(50, false, "S3");
cc.finish(true); `