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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 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 );
}