//----------------------------------------------------------------------------- // 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 RotateToToy::create( %this ) { // Initialize the toys settings. RotateToToy.rotateSpeed = 360; RotateToToy.trackMouse = true; // Add the custom controls. addNumericOption("Rotate Speed", 1, 720, 1, "setRotateSpeed", RotateToToy.rotateSpeed, false, "Sets the angular speed to use to rotate to the target angle."); addFlagOption("Track Mouse", "setTrackMouse", RotateToToy.trackMouse, false, "Whether to track the angle to the mouse or not." ); // Reset the toy initially. RotateToToy.reset(); } //----------------------------------------------------------------------------- function RotateToToy::destroy( %this ) { } //----------------------------------------------------------------------------- function RotateToToy::reset( %this ) { // Clear the scene. SandboxScene.clear(); // Create background. %this.createBackground(); // Create the target. %this.createTarget(); } //----------------------------------------------------------------------------- function RotateToToy::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 an image. %object.Image = "ToyAssets:highlightBackground"; // Set the blend color. %object.BlendColor = SlateGray; // Add the sprite to the scene. SandboxScene.add( %object ); } //----------------------------------------------------------------------------- function RotateToToy::createTarget( %this ) { // Create the sprite. %object = new Sprite(); // Set the target. RotateToToy.TargetObject = %object; // Set the static image. %object.Image = "ToyAssets:hollowArrow"; // Set a useful size. %object.Size = 30; // Add to the scene. SandboxScene.add( %object ); } //----------------------------------------------------------------------------- function RotateToToy::setRotateSpeed( %this, %value ) { %this.rotateSpeed = %value; } //----------------------------------------------------------------------------- function RotateToToy::setTrackMouse( %this, %value ) { %this.trackMouse = %value; } //----------------------------------------------------------------------------- function RotateToToy::onTouchDown(%this, %touchID, %worldPosition) { %this.rotateTargetObject( %worldPosition ); } //----------------------------------------------------------------------------- function RotateToToy::onTouchDragged(%this, %touchID, %worldPosition) { // Finish if not tracking the mouse. if ( !RotateToToy.trackMouse ) return; %this.rotateTargetObject( %worldPosition ); } //----------------------------------------------------------------------------- function RotateToToy::rotateTargetObject(%this, %worldPosition) { // Finish if not tracking the mouse. if ( !RotateToToy.trackMouse ) return; // Calculate the angle to the mouse. %origin = RotateToToy.TargetObject.getPosition(); %angle = mAtan( Vector2Sub( %worldPosition, %origin ) ); // The target object points up (the 90-degree point in polar coordinates). // We can simply subtract 90 from the calculate angle to make the // object point to the mouse. %angle -= 90; //Rotate to the touched angle. RotateToToy.TargetObject.RotateTo( %angle, RotateToToy.rotateSpeed ); }