//----------------------------------------------------------------------------- // 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 CollisionToy::create( %this ) { // Set the sandbox drag mode availability. Sandbox.allowManipulation( pull ); // Set the manipulation mode. Sandbox.useManipulation( pull ); // Configure the toy. CollisionToy.MaxBlockers = 50; CollisionToy.MaxBalls = 10; // Add configuration option. addNumericOption("Max Blockers", 1, 100, 10, "setMaxBlockers", CollisionToy.MaxBlockers, true, "Sets the number of blockers created."); addNumericOption("Max Balls", 1, 100, 10, "setMaxBalls", CollisionToy.MaxBalls, true, "Sets the number of balls created."); // Reset the toy. CollisionToy.reset(); } //----------------------------------------------------------------------------- function CollisionToy::destroy( %this ) { } //----------------------------------------------------------------------------- function CollisionToy::reset( %this ) { // Clear the scene. SandboxScene.clear(); // Create background. %this.createBackground(); // Create blockers. %this.createBlockers(); // Create balls. %this.createBalls(); } //----------------------------------------------------------------------------- function CollisionToy::createBackground( %this ) { // Create the sprite. %object = new Sprite(); // Set the sprite as "static" so it is not affected by gravity. %object.BodyType = 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; // Create border collisions. %object.createEdgeCollisionShape( -50, -37.5, -50, 37.5 ); %object.createEdgeCollisionShape( 50, -37.5, 50, 37.5 ); %object.createEdgeCollisionShape( -50, 37.5, 50, 37.5 ); %object.createEdgeCollisionShape( -50, -34.5, 50, -34.5 ); // Add the sprite to the scene. SandboxScene.add( %object ); } //----------------------------------------------------------------------------- function CollisionToy::createBlockers( %this ) { // Create blockers. for( %n = 0; %n < CollisionToy.MaxBlockers; %n++ ) { // Choose a uniform area. %sizeX = getRandom(1, 9); %sizeY = 10 - %sizeX; // Create sprite. %object = new Sprite(); %object.BodyType = static; %object.Position = getRandom( -40, 40 ) SPC getRandom( -30, 30 ); %object.Layer = 30; %object.Size = %sizeX SPC %sizeY; %object.createPolygonBoxCollisionShape(); %object.Image = "ToyAssets:Blocks"; %object.Frame = getRandom(0,55); SandboxScene.add( %object ); } } //----------------------------------------------------------------------------- function CollisionToy::createBalls( %this ) { // Create balls. for( %n = 0; %n < CollisionToy.MaxBalls; %n++ ) { // Create the sprite. %object = new Sprite() { class = "CollisionToyBall"; }; // Always try to configure a scene-object prior to adding it to a scene for best performance. // Set the position. %object.Position = getRandom(-30,30) SPC getRandom(-30,30); // If the size is to be square then we can simply pass a single value. // This applies to any 'Vector2' engine type. %object.Size = 3; // Set the layer. %object.Layer = 20; // Create a circle collision shape. %object.setDefaultRestitution( 1 ); %object.setDefaultFriction( 0.1 ); %object.createCircleCollisionShape( 1.5 ); %object.CollisionCallback = true; // Set the sprite to use an image. This is known as "static" image mode. %object.Image = "ToyAssets:Football"; // We don't really need to do this as the frame is set to zero by default. %object.Frame = 0; // Set velocities. %object.SetLinearVelocity( getRandom(-40,40) SPC getRandom(-30,30) ); %object.SetAngularVelocity( getRandom(-360,360) ); // Add the sprite to the scene. SandboxScene.add( %object ); } } //----------------------------------------------------------------------------- function CollisionToyBall::onCollision(%this, %object, %collisionDetails) { // Finish if there are no contact points (this happens with sensors). if ( %collisionDetails.count <= 2 ) return; // Fetch the first contact point (there may possibly be two but ignore that here). %contactPosition = %collisionDetails._4 SPC %collisionDetails._5; // Create a marker sprite with a limited lifetime. // Also set this so that it can't be picked so you can't drag it via the Sandbox "pull" feature. %object = new Sprite(); %object.Position = %contactPosition; %object.Layer = 10; %object.Size = 3; %object.Image = "ToyAssets:Crosshair2"; %object.BlendColor = LimeGreen; %object.AngularVelocity = -180; %object.Lifetime = 3; %object.PickingAllowed = false; SandboxScene.add( %object ); } //----------------------------------------------------------------------------- function CollisionToy::setMaxBlockers(%this, %value) { %this.MaxBlockers = %value; } //----------------------------------------------------------------------------- function CollisionToy::setMaxBalls(%this, %value) { %this.MaxBalls = %value; }