customLayout.cs 3.5 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2013 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. function CompositeSpriteToy::createCustomLayout( %this )
  23. {
  24. // Set the layer #0 sort mode to be depth.
  25. SandboxScene.setLayerSortMode( 0, "z" );
  26. // Create the composite sprite.
  27. %composite = new CompositeSprite();
  28. // Set the batch layout mode. We must do this before we add any sprites.
  29. %composite.SetBatchLayout( "custom" );
  30. // Set the default sprite size.
  31. %composite.setDefaultSpriteSize( 10 );
  32. // Set the batch sort mode for when we're render isolated.
  33. %composite.SetBatchSortMode( "z" );
  34. // Set the batch render isolation.
  35. %composite.SetBatchIsolated( CompositeSpriteToy.RenderIsolated );
  36. // Add some sprites.
  37. for( %n = 0; %n < CompositeSpriteToy.SpriteCount; %n++ )
  38. {
  39. // Add a sprite with the specified logical position.
  40. %composite.addSprite( %n );
  41. // The sprite is automatically selected when it is added so
  42. // we can perform operations on it immediately.
  43. // Set the sprite image with a random frame.
  44. // We could also use an animation here.
  45. %composite.setSpriteImage( "ToyAssets:Gems", getRandom(0,63) );
  46. // Set an interesting angle.
  47. %composite.setSpriteAngle( %x );
  48. // Set the sprite spinning to make it more interesting.
  49. %composite.setAngularVelocity( CompositeSpriteToy.AngularVelocity );
  50. // Set a random depth.
  51. %composite.SetSpriteDepth( getRandom( -10.0, 10 ) );
  52. }
  53. // Add to the scene.
  54. SandboxScene.add( %composite );
  55. // Set the composite sprite toy.
  56. CompositeSpriteToy.CompositeSprite = %composite;
  57. }
  58. //-----------------------------------------------------------------------------
  59. function CompositeSprite::onCustomLayout( %this, %args )
  60. {
  61. // Finish if there are no arguments passed.
  62. if ( %args.Count == 0 )
  63. return;
  64. // Fetch the first argument.
  65. %inputX = %args._0;
  66. // Calculate an angle from the first argument.
  67. %angle = %inputX * 10;
  68. // Calculate an interesting output position.
  69. %outputX = %inputX - (CompositeSpriteToy.SpriteCount * 0.5);
  70. %outputY = mCos(%angle) * 30;
  71. // Return the position of the sprite.
  72. return %outputX SPC %outputY;
  73. }