//----------------------------------------------------------------------------- // 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 CompositeSpriteToy::create( %this ) { // Load scripts. exec( "./scripts/noLayout.cs" ); exec( "./scripts/rectLayout.cs" ); exec( "./scripts/isoLayout.cs" ); exec( "./scripts/customLayout.cs" ); // Set the sandbox drag mode availability. Sandbox.allowManipulation( pan ); Sandbox.allowManipulation( pull ); // Set the manipulation mode. Sandbox.useManipulation( pan ); // Configure the toy. CompositeSpriteToy.LayoutMode = "None"; CompositeSpriteToy.AngularVelocity = 15; CompositeSpriteToy.SpriteCount = 50; CompositeSpriteToy.RenderIsolated = false; // Add the configuration options. addSelectionOption( "None,Custom,Rectilinear,Isometric", "Layout Mode", 4, "setLayoutMode", true, "Selects the layout mode for the composite sprite." ); addNumericOption("Maximum Sprite Count", 10, 1000, 10, "setSpriteCount", CompositeSpriteToy.SpriteCount, true, "Sets the maximum number of sprites to create." ); addNumericOption("Angular Velocity", -180, 180, 20, "setAngularVelocity", CompositeSpriteToy.AngularVelocity, false, "Sets the rate at which the composite sprite spins." ); addFlagOption("Render Isolated", "setRenderIsolated", CompositeSpriteToy.RenderIsolated, true , "Whether the composite renders its sprites isolated from the scene layer it occupies or not."); // Reset the toy. %this.reset(); } //----------------------------------------------------------------------------- function CompositeSpriteToy::destroy( %this ) { } //----------------------------------------------------------------------------- function CompositeSpriteToy::reset( %this ) { // Clear the scene. SandboxScene.clear(); // Create the background. %this.createBackground(); // Create the appropriate layout. switch$( CompositeSpriteToy.LayoutMode ) { case "None": %this.createNoLayout(); case "Custom": %this.createCustomLayout(); case "Rectilinear": %this.createRectLayout(); case "Isometric": %this.createIsoLayout(); } } //----------------------------------------------------------------------------- function CompositeSpriteToy::setLayoutMode( %this, %value ) { CompositeSpriteToy.LayoutMode = %value; } //----------------------------------------------------------------------------- function CompositeSpriteToy::setAngularVelocity( %this, %value ) { CompositeSpriteToy.AngularVelocity = %value; // Update any active composite sprite. if ( isObject(CompositeSpriteToy.CompositeSprite) && CompositeSpriteToy.LayoutMode !$= "Isometric" ) { CompositeSpriteToy.CompositeSprite.setAngularVelocity( %value ); } } //----------------------------------------------------------------------------- function CompositeSpriteToy::setSpriteCount( %this, %value ) { CompositeSpriteToy.SpriteCount = %value; } //----------------------------------------------------------------------------- function CompositeSpriteToy::setRenderIsolated( %this, %value ) { CompositeSpriteToy.RenderIsolated = %value; } //----------------------------------------------------------------------------- function CompositeSpriteToy::createBackground(%this) { // Create the checkered background. %obj = new Scroller(); %obj.Image = "ToyAssets:checkered"; %obj.BlendColor = SlateGray; %obj.Size = 200; %obj.RepeatX = 8; %obj.RepeatY = 8; %obj.ScrollX = 10; %obj.ScrollY = 7; // Add to the scene. SandboxScene.add( %obj ); } //----------------------------------------------------------------------------- function CompositeSpriteToy::onTouchDown(%this, %touchID, %worldPosition) { // Fetch the composite sprite. %compositeSprite = CompositeSpriteToy.CompositeSprite; // Pick sprites. %sprites = %compositeSprite.pickPoint( %worldPosition ); // Fetch sprite count. %spriteCount = %sprites.count; // Finish if no sprites picked. if ( %spriteCount == 0 ) return; // Iterate sprites. for( %i = 0; %i < %spriteCount; %i++ ) { // Fetch sprite Id. %spriteId = getWord( %sprites, %i ); // Select the sprite Id. %compositeSprite.selectSpriteId( %spriteId ); // Remove the se %compositeSprite.removeSprite(); } }