//----------------------------------------------------------------------------- // 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 SpineToy::create(%this) { // Set the sandbox drag mode availability. Sandbox.allowManipulation( pan ); // Set the manipulation mode. Sandbox.useManipulation( pan ); %this.asset = "SpineToy:goblins"; %this.skin = "goblin"; %this.animation = "walk"; addSelectionOption( "goblin,goblingirl", "Select Skin", 4, "setSkin", false, "Sets the skin for the skeleton object." ); // Reset the toy. SpineToy.reset(); } //----------------------------------------------------------------------------- function SpineToy::destroy(%this) { } //----------------------------------------------------------------------------- function SpineToy::reset(%this) { // Clear the scene. SandboxScene.clear(); if (%this.resetSchedule !$= "") cancel(%this.resetSchedule); // Set the camera size. SandboxWindow.setCameraSize( 40, 30 ); %this.createBackground(); %this.createGoblin(); } //----------------------------------------------------------------------------- function SpineToy::setSkeleton(%this, %value) { %this.asset = %value; if (%value $= "SpineToy:goblins") %this.setSkin("goblin"); else %this.setSkin("default"); } //----------------------------------------------------------------------------- function SpineToy::setSkin(%this, %value) { %this.skin = %value; %this.walker.Skin = %this.skin; } //----------------------------------------------------------------------------- function SpineToy::createGoblin(%this) { // Create the skeleton object %goblin = new SkeletonObject(); // Assign it an asset %goblin.Asset = %this.asset; %goblin.Skin = %this.skin; // Set the animation name %goblin.setAnimationName(%this.animation, true); %goblin.RootBoneScale = 0.025; %goblin.setRootBoneOffset(0, -5); %goblin.position = "-25 -8"; %goblin.SceneLayer = 29; %goblin.setLinearVelocity(7.5, 0); %this.walker = %goblin; %this.resetSchedule = %this.schedule(8000, resetWalker); // Add it to the scene SandboxScene.add(%goblin); } //----------------------------------------------------------------------------- function SpineToy::createSpineBoy(%this) { // Create the skeleton object %object = new SkeletonObject() { class = "SpineBoy"; }; %object.Asset = "SpineToy:TestSkeleton"; %object.setAnimationName("walk", true); %object.RootBoneScale = 0.025; %object.SceneLayer = 29; %object.Position = 0; %object.setMix("walk", "jump", 0.2); %object.setMix("jump", "walk", 0.4); SandboxScene.add(%object); %object.schedule(4000, "doJump"); } //----------------------------------------------------------------------------- function SpineBoy::onAnimationFinished(%this, %animationName) { if (%animationName $= "jump") { %this.setAnimationName("walk", true); %this.schedule(4000, "doJump"); } } //----------------------------------------------------------------------------- function SpineBoy::doJump(%this) { %this.setAnimationName("jump", false); } //----------------------------------------------------------------------------- function SpineToy::resetWalker(%this) { %this.walker.setPosition("-25 -8"); %this.resetSchedule = %this.schedule(8000, resetWalker); } //----------------------------------------------------------------------------- function SpineToy::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 = "40 30"; // Set to the furthest background layer. %object.SceneLayer = 31; // Set an image. %object.Image = "SpineToy:background"; // Add the sprite to the scene. SandboxScene.add( %object ); %this.createPowerup(-14, 6); %this.createPowerup(14, 6); // Create the skeleton object %animatedMenu = new SkeletonObject(); // Assign it an asset %animatedMenu.Asset = "SpineToy:spinosaurus"; // Set properties %animatedMenu.setAnimationName("Animation", false); %duration = %animatedMenu.getAnimationDuration(); %animatedMenu.schedule(%duration*1000, "setAnimationName", "loop", true); %animatedMenu.position = "0 0"; %animatedMenu.SceneLayer = 30; %animatedMenu.RootBoneScale = 0.025; %animatedMenu.setRootBoneOffset(0, -10); // Add it to the scene SandboxScene.add(%animatedMenu); } //----------------------------------------------------------------------------- function SpineToy::createPowerup(%this, %xPos, %yPos) { // Create the skeleton object %powerup = new SkeletonObject(); // Assign it an asset %powerup.Asset = "SpineToy:powerup"; // Set properties %powerup.setAnimationName("Animation", true); %powerup.position = %xPos SPC %yPos; %powerup.SceneLayer = 30; %powerup.RootBoneScale = 0.025; %powerup.setRootBoneOffset(0, -5); // Add it to the scene SandboxScene.add(%powerup); } //-----------------------------------------------------------------------------