//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- function MoveToToy::create( %this ) { // Initialize the toys settings. MoveToToy.moveSpeed = 50; MoveToToy.trackMouse = true; // Add the custom controls. addNumericOption("Move Speed", 1, 150, 1, "setMoveSpeed", MoveToToy.moveSpeed, true, "Sets the linear speed to use when moving to the target position."); addFlagOption("Track Mouse", "setTrackMouse", MoveToToy.trackMouse, false, "Whether to track the position of the mouse or not." ); // Reset the toy initially. MoveToToy.reset(); } //----------------------------------------------------------------------------- function MoveToToy::destroy( %this ) { } //----------------------------------------------------------------------------- function MoveToToy::reset( %this ) { // Clear the scene. SandboxScene.clear(); // Create background. %this.createBackground(); // Create target. %this.createTarget(); // Create sight. %this.createSight(); } //----------------------------------------------------------------------------- function MoveToToy::createBackground( %this ) { // Create the sprite. %object = new Sprite(); // Set the sprite as "static" so it is not affected by gravity. %object.setBodyType( static ); // Always try to configure a scene-object prior to adding it to a scene for best performance. // Set the position. %object.Position = "0 0"; // Set the size. %object.Size = "100 75"; // Set to the furthest background layer. %object.SceneLayer = 31; // Set an image. %object.Image = "ToyAssets:highlightBackground"; // Set the blend color. %object.BlendColor = SlateGray; // Add the sprite to the scene. SandboxScene.add( %object ); } //----------------------------------------------------------------------------- function MoveToToy::createSight( %this ) { // Create the sprite. %object = new Sprite(); // Set the sight object. MoveToToy.SightObject = %object; // Set the static image. %object.Image = "ToyAssets:Crosshair2"; // Set the blend color. %object.BlendColor = Lime; // Set the transparency. %object.setBlendAlpha( 0.5 ); // Set a useful size. %object.Size = 40; // Set the sprite rotating to make it more interesting. %object.AngularVelocity = -90; // Add to the scene. SandboxScene.add( %object ); } //----------------------------------------------------------------------------- function MoveToToy::createTarget( %this ) { // Create the sprite. %object = new Sprite(); // Set the target object. MoveToToy.TargetObject = %object; // Set the static image. %object.Image = "ToyAssets:Crosshair3"; // Set the blend color. %object.BlendColor = DarkOrange; // Set a useful size. %object.Size = 20; // Set the sprite rotating to make it more interesting. %object.AngularVelocity = 60; // Add to the scene. SandboxScene.add( %object ); } //----------------------------------------------------------------------------- function MoveToToy::setMoveSpeed( %this, %value ) { %this.moveSpeed = %value; } //----------------------------------------------------------------------------- function MoveToToy::setTrackMouse( %this, %value ) { %this.trackMouse = %value; } //----------------------------------------------------------------------------- function MoveToToy::onTouchDown(%this, %touchID, %worldPosition) { // Set the target to the touched position. MoveToToy.TargetObject.Position = %worldPosition; // Move the sight to the touched position. MoveToToy.SightObject.MoveTo( %worldPosition, MoveToToy.moveSpeed ); } //----------------------------------------------------------------------------- function MoveToToy::onTouchDragged(%this, %touchID, %worldPosition) { // Finish if not tracking the mouse. if ( !MoveToToy.trackMouse ) return; // Set the target to the touched position. MoveToToy.TargetObject.Position = %worldPosition; // Move the sight to the touched position. MoveToToy.SightObject.MoveTo( %worldPosition, MoveToToy.moveSpeed ); }