//----------------------------------------------------------------------------- // Copyright (c) 2014 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 AudioToy::create(%this) { // Load script files. exec("./scripts/ButtonBehavior.cs"); exec("./scripts/AnimationBehavior.cs"); exec("./scripts/SoundBehavior.cs"); exec("./scripts/MusicBehavior.cs"); exec("./scripts/MuteBehavior.cs"); // Turn on input events for scene objects. SandboxWindow.setUseObjectInputEvents(true); // Set the camera. SandboxWindow.setCameraSize(40, 30); // Setup default values. AudioToy.Music = "ToyAssets:titleMusic"; // Sandbox options addSelectionOption("Title Music,Level Music,Win Music,Lose Music", "Background Music", 4, "setupMusic", true, "Choose a music file"); // Reset the toy initially. AudioToy.reset(); } //----------------------------------------------------------------------------- function AudioToy::destroy(%this) { // Stop all audio when quitting the module. alxStopAll(); } //----------------------------------------------------------------------------- function AudioToy::reset(%this) { // Clear the scene. SandboxScene.clear(); // Stop all music. alxStopAll(); // Load scene objects from TAML. %background = TamlRead("./objects/Background.taml"); %ground = TamlRead("./objects/Ground.taml"); %grass = TamlRead("./objects/Grass.taml"); %barbarian = TamlRead("./objects/Barbarian.taml"); %dwarf = TamlRead("./objects/Dwarf.taml"); %knight = TamlRead("./objects/Knight.taml"); %wizard = TamlRead("./objects/Wizard.taml"); %play = TamlRead("./objects/PlayButton.taml"); %mute = TamlRead("./objects/MuteButton.taml"); // Add objects to the Scene. SandboxScene.add(%background); SandboxScene.add(%ground); SandboxScene.add(%grass); SandboxScene.add(%barbarian); SandboxScene.add(%dwarf); SandboxScene.add(%knight); SandboxScene.add(%wizard); SandboxScene.add(%play); SandboxScene.add(%mute); } //----------------------------------------------------------------------------- function AudioToy::setupMusic(%this, %value) { // Reset the toy. AudioToy.reset(); // Set the music to the proper audio asset. switch$(%value) { case "Title Music": AudioToy.Music = "ToyAssets:titleMusic"; case "Level Music": AudioToy.Music = "ToyAssets:level1Music"; case "Win Music": AudioToy.Music = "ToyAssets:winMusic"; case "Lose Music": AudioToy.Music = "ToyAssets:loseMusic"; } }