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main.cs
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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 CompoundObjectsToy::create( %this )
{
// Configure the toy.
CompoundObjectsToy.BlockSize = 1.5;
CompoundObjectsToy.BlockCount = 15;
CompoundObjectsToy.GroundWidth = 40;
// Set the camera.
SandboxWindow.setCameraSize( 40, 30 );
// Se the gravity.
SandboxScene.setGravity( 0, -9.8 );
// Reset the toy.
CompoundObjectsToy.reset();
}
//-----------------------------------------------------------------------------
function CompoundObjectsToy::destroy( %this )
{
}
//-----------------------------------------------------------------------------
function CompoundObjectsToy::reset( %this )
{
// Clear the scene.
SandboxScene.clear();
// Create a background.
%this.createBackground();
// Create the ground.
%this.createGround();
}
//-----------------------------------------------------------------------------
function CompoundObjectsToy::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 size.
%object.Size = CompoundObjectsToy.GroundWidth SPC (CompoundObjectsToy.GroundWidth * 0.75);
// Set the position.
%object.setPositionY( (%object.getSizeY() * 0.5) - 15 );
// Set to the furthest background layer.
%object.SceneLayer = 31;
// Set an image.
%object.Image = "ToyAssets:jungleSky";
// Add the sprite to the scene.
SandboxScene.add( %object );
}
//-----------------------------------------------------------------------------
function CompoundObjectsToy::createGround( %this )
{
// Create the ground
%ground = SandboxScene.create( Scroller );
%ground.BodyType = static;
%ground.Image = "ToyAssets:dirtGround";
%ground.SceneGroup = 10;
%ground.setPosition(0, -12);
%ground.setSize(CompoundObjectsToy.GroundWidth, 6);
%ground.setRepeatX(CompoundObjectsToy.GroundWidth / 60);
%ground.createEdgeCollisionShape(CompoundObjectsToy.GroundWidth/-2, 3, CompoundObjectsToy.GroundWidth/2, 3);
%ground.createEdgeCollisionShape(CompoundObjectsToy.GroundWidth/-2, 3, CompoundObjectsToy.GroundWidth/-2, 40 );
%ground.createEdgeCollisionShape(CompoundObjectsToy.GroundWidth/2, 3, CompoundObjectsToy.GroundWidth/2, 40 );
// Create the grass.
%grass = SandboxScene.create( Sprite );
%grass.BodyType = static;
%grass.Image = "ToyAssets:grassForeground";
%grass.SetPosition(0, -8.5);
%grass.setSize(CompoundObjectsToy.GroundWidth, 2);
}
//-----------------------------------------------------------------------------
function CompoundObjectsToy::createCompoundObject( %this, %worldPosition )
{
// Configure the compound object.
%radius = 2;
%angleStride = 15;
%blockSize = 1;
// Create the composite.
%composite = SandboxScene.create( CompositeSprite );
// Turn-off batch culling to save memory as this is a small composite.
%composite.BatchCulling = false;
// Turn-off batch layout as these sprites will be positioned explicitly.
%composite.BatchLayout = "off";
// Render everything together, don't sort the sprites with the rest of the scene layer.
%composite.BatchIsolated = true;
// Set the position.
%composite.Position = %worldPosition;
// Set the scene layer (behind the grass).
%composite.SceneLayer = 1;
// Create compound ring.
for( %angle = 0; %angle < 360; %angle += %angleStride )
{
%spriteX = mCos( %angle ) * %radius;
%spriteY = mSin( %angle ) * %radius;
%composite.addSprite();
%composite.setSpriteLocalPosition( %spriteX, %spriteY );
%composite.setSpriteSize( %blockSize );
%composite.setSpriteAngle( %angle );
%composite.setSpriteImage( "ToyAssets:Blocks" );
%composite.setSpriteImageFrame( getRandom(0,55) );
}
// Add center sprite.
%composite.addSprite();
%composite.setSpriteSize( %radius * 2 );
%composite.setSpriteAnimation( "ToyAssets:TD_Barbarian_WalkSouth" );
// Set the collision shape defaults.
%composite.setDefaultFriction( 0.25 );
%composite.setDefaultRestitution( 0.75 );
// Create a collision shape.
%composite.createCircleCollisionShape( %radius + (%blockSize * 0.5 ) );
}
//-----------------------------------------------------------------------------
function CompoundObjectsToy::onTouchDown(%this, %touchID, %worldPosition)
{
%this.createCompoundObject( %worldPosition );
}