//----------------------------------------------------------------------------- // 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::createCustomLayout( %this ) { // Set the layer #0 sort mode to be depth. SandboxScene.setLayerSortMode( 0, "z" ); // Create the composite sprite. %composite = new CompositeSprite(); // Set the batch layout mode. We must do this before we add any sprites. %composite.SetBatchLayout( "custom" ); // Set the default sprite size. %composite.setDefaultSpriteSize( 10 ); // Set the batch sort mode for when we're render isolated. %composite.SetBatchSortMode( "z" ); // Set the batch render isolation. %composite.SetBatchIsolated( CompositeSpriteToy.RenderIsolated ); // Add some sprites. for( %n = 0; %n < CompositeSpriteToy.SpriteCount; %n++ ) { // Add a sprite with the specified logical position. %composite.addSprite( %n ); // The sprite is automatically selected when it is added so // we can perform operations on it immediately. // Set the sprite image with a random frame. // We could also use an animation here. %composite.setSpriteImage( "ToyAssets:Gems", getRandom(0,63) ); // Set an interesting angle. %composite.setSpriteAngle( %x ); // Set the sprite spinning to make it more interesting. %composite.setAngularVelocity( CompositeSpriteToy.AngularVelocity ); // Set a random depth. %composite.SetSpriteDepth( getRandom( -10.0, 10 ) ); } // Add to the scene. SandboxScene.add( %composite ); // Set the composite sprite toy. CompositeSpriteToy.CompositeSprite = %composite; } //----------------------------------------------------------------------------- function CompositeSprite::onCustomLayout( %this, %args ) { // Finish if there are no arguments passed. if ( %args.Count == 0 ) return; // Fetch the first argument. %inputX = %args._0; // Calculate an angle from the first argument. %angle = %inputX * 10; // Calculate an interesting output position. %outputX = %inputX - (CompositeSpriteToy.SpriteCount * 0.5); %outputY = mCos(%angle) * 30; // Return the position of the sprite. return %outputX SPC %outputY; }