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rectLayout.cs 3.6 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::createRectLayout( %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 default sprite stride.
  29. // This is used in rectilinear layout mode to scale the specified logical position arguments.
  30. %composite.setDefaultSpriteStride( 8, 8 );
  31. // Set the default sprite size used to a little less than the stride so we get a "gap"
  32. // in between the sprites.
  33. %composite.setDefaultSpriteSize( 6, 6 );
  34. // Set the batch layout mode. We must do this before we add any sprites.
  35. %composite.SetBatchLayout( "rect" );
  36. // Set the batch sort mode for when we're render isolated.
  37. %composite.SetBatchSortMode( "z" );
  38. // Set the batch render isolation.
  39. %composite.SetBatchIsolated( CompositeSpriteToy.RenderIsolated );
  40. // Calculate a range.
  41. %range = mSqrt( CompositeSpriteToy.SpriteCount ) * 0.5;
  42. if ( %range < 1 ) %range = 1;
  43. // Add some sprites.
  44. for ( %y = -%range; %y <= %range; %y++ )
  45. {
  46. for ( %x = -%range; %x <= %range; %x++ )
  47. {
  48. // Add a sprite with the specified logical position.
  49. // In rectilinear layout this two-part position is scaled by the default sprite-stride.
  50. %composite.addSprite( %x SPC %y );
  51. // The sprite is automatically selected when it is added so
  52. // we can perform operations on it immediately.
  53. // Set the sprite image with a random frame.
  54. // We could also use an animation here.
  55. %composite.setSpriteImage( "ToyAssets:Blocks", getRandom(0,55) );
  56. // Set an interesting angle.
  57. %composite.setSpriteAngle( (%x+%y) * 10 );
  58. // Set the sprite spinning to make it more interesting.
  59. %composite.setAngularVelocity( CompositeSpriteToy.AngularVelocity );
  60. // Set a random depth.
  61. %composite.SetSpriteDepth( getRandom( -10.0, 10 ) );
  62. }
  63. }
  64. // Add to the scene.
  65. SandboxScene.add( %composite );
  66. // Set the composite sprite toy.
  67. CompositeSpriteToy.CompositeSprite = %composite;
  68. }