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- //-----------------------------------------------------------------------------
- // 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 BuoyancyControllerToy::create( %this )
- {
- // Set the sandbox drag mode availability.
- Sandbox.allowManipulation( pan );
- Sandbox.allowManipulation( pull );
-
- // Set the manipulation mode.
- Sandbox.useManipulation( pull );
-
- // Set gravity.
- SandboxScene.setGravity( 0, -29.8 );
-
- // Configure settings.
- BuoyancyControllerToy.FluidArea = "-30 -34 30 0";
- BuoyancyControllerToy.FluidDensity = 2.5;
- BuoyancyControllerToy.LinearDrag = 3;
- BuoyancyControllerToy.AngularDrag = 3;
- BuoyancyControllerToy.FluidGravity = "0 -29.8";
- BuoyancyControllerToy.UseShapeDensity = false;
- BuoyancyControllerToy.FlowMagnitude = 13;
-
- BuoyancyControllerToy.MaxDebrisCount = 50;
- BuoyancyControllerToy.MinDebrisDensity = 1;
- BuoyancyControllerToy.MaxDebrisDensity = 1;
-
- BuoyancyControllerToy.GroundWidth = 140;
- // Add options.
- addNumericOption("Fluid Density", 0, 10, 0.1, "setFluidDensity", BuoyancyControllerToy.FluidDensity, false, "The fluid density.");
- addNumericOption("Fluid Flow Magnitude", 0, 1000, 10, "setFluidFlowMagnitude", BuoyancyControllerToy.FlowMagnitude, true, "The magnitude of the constant force.");
- addNumericOption("Linear Drag", 0, 10, 0.1, "setLinearDrag", BuoyancyControllerToy.LinearDrag, false, "The linear drag co-efficient for the fluid.");
- addNumericOption("Angular Drag", 0, 10, 0.1, "setAngularDrag", BuoyancyControllerToy.AngularDrag, false, "The angular drag co-efficient for the fluid.");
- addNumericOption("Maximum Debris Count", 1, 500, 1, "setMaxDebrisCount", BuoyancyControllerToy.MaxDebrisCount, true, "The maximum number of debris to create.");
- addNumericOption("Minimum Debris Density", 0, 10, 0.1, "setMinDebrisDensity", BuoyancyControllerToy.MinDebrisDensity, true, "The minimum density to randomly choose for the debris.");
- addNumericOption("Maximum Debris Density", 0, 10, 0.1, "setMaxDebrisDensity", BuoyancyControllerToy.MaxDebrisDensity, true, "The maximum density to randomly choose for the debris.");
- addFlagOption("Use Collision Shape Densities", "setUseShapeDensity", BuoyancyControllerToy.UseShapeDensity, false, "Whether to use the collision shape densities or assume a uniform density." );
-
- // Reset the toy.
- BuoyancyControllerToy.reset();
- }
- //-----------------------------------------------------------------------------
- function BuoyancyControllerToy::destroy( %this )
- {
- }
- //-----------------------------------------------------------------------------
- function BuoyancyControllerToy::reset( %this )
- {
- // Clear the scene.
- SandboxScene.clear();
-
- // Calculate fluid bounds to help layout only.
- BuoyancyControllerToy.FluidLeft = BuoyancyControllerToy.FluidArea._0;
- BuoyancyControllerToy.FluidBottom = BuoyancyControllerToy.FluidArea._1;
- BuoyancyControllerToy.FluidRight = BuoyancyControllerToy.FluidArea._2;
- BuoyancyControllerToy.FluidTop = BuoyancyControllerToy.FluidArea._3;
-
- // Create a background.
- %this.createBackground();
-
- // Create fluid.
- %this.createFluid( "-50 20 30 30", "1 0", Navy );
- %this.createFluid( "-10 2 50 12", "-1 0", Cyan );
- %this.createFluid("-40 -16 30 -6", "1 0", LightBlue );
- %this.createFluid( "-50 -34 50 -24", "-1 0", Green );
- %this.createFluid( "-50 -34 -40 30", "0 0", Blue );
- // Update the buoyancy controllers.
- %this.updateBuoyancyControllers();
-
- // Create debris.
- %this.createDebris();
- }
- //-----------------------------------------------------------------------------
- function BuoyancyControllerToy::createBackground( %this )
- {
- // Create the sprite.
- %object = new Sprite();
- %object.BodyType = static;
- %object.Position = "0 0";
- %object.Size = "100 75";
- %object.SceneLayer = 31;
- %object.Image = "ToyAssets:highlightBackground";
- %object.BlendColor = SlateGray;
- SandboxScene.add( %object );
- %object.setDefaultFriction( 0 );
-
- // Create border collisions.
- %object.createEdgeCollisionShape( -50, -37.5, -50, 100 );
- %object.createEdgeCollisionShape( 50, -37.5, 50, 100 );
- %object.createEdgeCollisionShape( -50, -34, 50, -34 );
-
- // Vertical fluid edge.
- %object.createEdgeCollisionShape( -39.8, -16.2, -39.8, 20 );
- %object.createEdgeCollisionShape( -39.8, -16.2, -20, -16.2 );
-
- // Add the sprite to the scene.
- SandboxScene.add( %object );
- }
- //-----------------------------------------------------------------------------
- function BuoyancyControllerToy::createSprite( %this, %asset, %position, %size, %angle )
- {
- // Create the sprite.
- %object = new Sprite();
-
- // Set the position.
- %object.Position = %position;
- // Set the size.
- %object.Size = %size;
-
- // Set the angle.
- %object.Angle = %angle;
-
- // Set the scroller to use an animation!
- %object.Image = %asset;
-
- // Set the scene layer.
- %object.SceneLayer = 10;
-
- // Add the sprite to the scene.
- SandboxScene.add( %object );
-
- return %object;
- }
- //-----------------------------------------------------------------------------
- function BuoyancyControllerToy::createDebris( %this )
- {
- // Fetch the debris count.
- %debrisCount = BuoyancyControllerToy.MaxDebrisCount;
- for( %debris = 0; %debris < %debrisCount; %debris++ )
- {
- // Choose a random debris (polygon or circle shapes).
- if ( getRandom(0,100) < 10 )
- {
- %size = 2;
-
- // Create some sprites.
- %sprite = %this.createSprite( "ToyAssets:football", getRandom(-45,20) SPC getRandom(40,50), %size, getRandom(0,360) );
- %sprite.setDefaultFriction( 0.5 );
- %sprite.setDefaultDensity( getRandom(%this.MinDebrisDensity, %this.MaxDebrisDensity) );
- %sprite.createCircleCollisionShape( %size * 0.5 );
- %sprite.setAngularVelocity(getRandom(-180,180));
- }
- else
- {
- %sizeX = getRandom(1,5);
- %sizeY = getRandom(1,2);
- %size = %sizeX SPC %sizeY;
-
- // Create some sprites.
- %sprite = %this.createSprite( "ToyAssets:Blocks", getRandom(-45,20) SPC getRandom(40,50), %size, getRandom(0,360) );
- %sprite.Frame = getRandom( 0, 55 );
- %sprite.setDefaultFriction( 0.5 );
- %sprite.setDefaultDensity( getRandom(%this.MinDebrisDensity, %this.MaxDebrisDensity) );
- %sprite.createPolygonBoxCollisionShape( %sizeX, %sizeY );
- %sprite.setAngularVelocity(getRandom(-180,180));
- }
- }
- }
- //-----------------------------------------------------------------------------
- function BuoyancyControllerToy::createFluid( %this, %area, %flowVelocity, %color )
- {
- %areaLeft = %area._0;
- %areaBottom = %area._1;
- %areaRight = %area._2;
- %areaTop = %area._3;
- %crestY = %areaTop - 3;
- %width = %areaRight - %areaLeft;
-
- // Create a new controller.
- %controller = new BuoyancyController();
- %controller.FluidArea = %area;
- %controller.FlowVelocity = %flowVelocity;
- SandboxScene.Controllers.add( %controller );
-
- // Add the water.
- %water = new Sprite();
- %water.BodyType = static;
- %water.setArea( %areaLeft SPC %areaBottom SPC %areaRight SPC %crestY);
- %water.Image = "ToyAssets:Blank";
- %water.BlendColor = %color;
- %water.SetBlendAlpha( 0.5 );
- SandboxScene.add( %water );
- // Create some wave crests.
- %crests1 = new Scroller();
- %crests1.setArea( %areaLeft SPC %crestY SPC %areaRight SPC %areaTop );
- %crests1.Image = "BuoyancyControllerToy:WaveCrests";
- %crests1.BlendColor = %color;
- %crests1.SetBlendAlpha( 0.3 );
- %crests1.RepeatX = %width / 50;
- %crests1.ScrollX = getRandom(5,10);
- %crests1.ScrollPositionX = getRandom(0,50);
- SandboxScene.add( %crests1 );
-
- // Create some wave crests.
- %crests2 = new Scroller();
- %crests2.setArea( %areaLeft SPC %crestY SPC %areaRight SPC %areaTop );
- %crests2.Image = "BuoyancyControllerToy:WaveCrests";
- %crests2.BlendColor = %color;
- %crests2.SetBlendAlpha( 0.3 );
- %crests2.RepeatX = %width / 50;
- %crests2.ScrollX = getRandom(-5,-10);
- %crests2.ScrollPositionX = getRandom(0,50);
- SandboxScene.add( %crests2 );
- }
- //-----------------------------------------------------------------------------
- function BuoyancyControllerToy::setFluidFlowMagnitude(%this, %value)
- {
- %this.FlowMagnitude = %value;
-
- // Update the controllers.
- %this.updateBuoyancyControllers();
- }
- //-----------------------------------------------------------------------------
- function BuoyancyControllerToy::setFluidDensity(%this, %value)
- {
- %this.FluidDensity = %value;
-
- // Update the controllers.
- %this.updateBuoyancyControllers();
- }
- //-----------------------------------------------------------------------------
- function BuoyancyControllerToy::setLinearDrag(%this, %value)
- {
- %this.LinearDrag = %value;
-
- // Update the controllers.
- %this.updateBuoyancyControllers();
- }
- //-----------------------------------------------------------------------------
- function BuoyancyControllerToy::setAngularDrag(%this, %value)
- {
- %this.AngularDrag = %value;
-
- // Update the controllers.
- %this.updateBuoyancyControllers();
- }
- //-----------------------------------------------------------------------------
- function BuoyancyControllerToy::setFluidGravity(%this, %value)
- {
- %this.FluidGravity = %value;
-
- // Update the controllers.
- %this.updateBuoyancyControllers();
- }
- //-----------------------------------------------------------------------------
- function BuoyancyControllerToy::setUseShapeDensity(%this, %value)
- {
- %this.UseShapeDensity = %value;
-
- // Update the controllers.
- %this.updateBuoyancyControllers();
- }
- //-----------------------------------------------------------------------------
- function BuoyancyControllerToy::setMaxDebrisCount(%this, %value)
- {
- %this.MaxDebrisCount = %value;
- }
- //-----------------------------------------------------------------------------
- function BuoyancyControllerToy::setMinDebrisDensity(%this, %value)
- {
- %this.MinDebrisDensity = %value;
- }
- //-----------------------------------------------------------------------------
- function BuoyancyControllerToy::setMaxDebrisDensity(%this, %value)
- {
- %this.MaxDebrisDensity = %value;
- }
- //-----------------------------------------------------------------------------
- function BuoyancyControllerToy::updateBuoyancyControllers( %this )
- {
- // Fetch the controller set.
- %controllerSet = SandboxScene.Controllers;
-
- // Fetch controller count.
- %controllerCount = %controllerSet.getCount();
-
- // Iterate controllers.
- for( %i = 0; %i < %controllerCount; %i++ )
- {
- %controller = %controllerSet.getObject(%i);
- if ( %controller.getClassName() !$= "BuoyancyController" )
- continue;
- // Update the controllers.
- %controller.FluidDensity = BuoyancyControllerToy.FluidDensity;
- %controller.FlowVelocity = Vector2Direction( Vector2AngleToPoint("0 0",%controller.FlowVelocity), %this.FlowMagnitude );
- %controller.LinearDrag = BuoyancyControllerToy.LinearDrag;
- %controller.AngularDrag = BuoyancyControllerToy.AngularDrag;
- %controller.FluidGravity = BuoyancyControllerToy.FluidGravity;
- %controller.UseShapeDensity = BuoyancyControllerToy.UseShapeDensity;
- }
- }
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