//----------------------------------------------------------------------------- // 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 SpriteToy::create( %this ) { // Set the sandbox drag mode availability. Sandbox.allowManipulation( pan ); // Set the manipulation mode. Sandbox.useManipulation( pan ); // Reset the toy. SpriteToy.reset(); } //----------------------------------------------------------------------------- function SpriteToy::destroy( %this ) { } //----------------------------------------------------------------------------- function SpriteToy::reset( %this ) { // Clear the scene. SandboxScene.clear(); // Create background. %this.createBackground(); // Create a "static" sprite. %this.createStaticSprite(); // Create a "animated" sprite. %this.createAnimatedSprite(); } //----------------------------------------------------------------------------- function SpriteToy::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 the scroller to use an animation! %object.Image = "ToyAssets:highlightBackground"; // Set the blend color. %object.BlendColor = SlateGray; // Add the sprite to the scene. SandboxScene.add( %object ); } //----------------------------------------------------------------------------- function SpriteToy::createStaticSprite( %this ) { // Create the sprite. %object = new Sprite(); // Always try to configure a scene-object prior to adding it to a scene for best performance. // Set the position. %object.Position = "-25 0"; // If the size is to be square then we can simply pass a single value. // This applies to any 'Vector2' engine type. %object.Size = 40; // Set the sprite to use an image. This is known as "static" image mode. %object.Image = "ToyAssets:Tiles"; // We don't really need to do this as the frame is set to zero by default. %object.Frame = 0; // Add the sprite to the scene. SandboxScene.add( %object ); } //----------------------------------------------------------------------------- function SpriteToy::createAnimatedSprite( %this ) { // Create the sprite. %object = new Sprite(); // Always try to configure a scene-object prior to adding it to a scene for best performance. // Set the position. %object.Position = "25 0"; // If the size is to be square then we can simply pass a single value. // This applies to any 'Vector2' engine type. %object.Size = 40; // Set the sprite to use an animation. This is known as "animated" image mode. %object.Animation = "ToyAssets:TileAnimation"; // Add the sprite to the scene. SandboxScene.add( %object ); }