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144 | /*
* Import TIGL manager
*/
const TIGLManager = require("tiglmanager");
/*
* Import Tween module (https://github.com/tweenjs/tween.js/)
*/
const Tween = require("tween.cjs");
/*
* Some globals vars
*/
var tm;
var width;
var height;
var entitiesDragged = new Array();
var entities = new Array();
/*
* Init must be declared as an attribute of the Alloy tag TIGLView (eg: onInit="init")
*/
function init()
{
/*
* Create and initialise TIGL manager
*/
tm = new TIGLManager(this);
/*
* Load puzzle sprites
*/
for(var n = 0; n < 16; n++)
{
var entity = tm.addSprite({url: "Resources/puzzle/jigsaw" + n + ".png", px: 60, py: 60});
entity.addEventListener('touch', onTouchEntity);
entities.push(entity);
}
}
/*
* Called when an entity is touched
* => "this" represent the touched entity
*/
function onTouchEntity(e)
{
switch(e.action)
{
case "down" :
/*
* When touching down on a sprite set some properties for dragging it
*/
if(entitiesDragged[e.pointer] == null)
{
entitiesDragged[e.pointer] = this;
this.startX = this.x;
this.startY = this.y;
this.sceneX = e.sceneX;
this.sceneY = e.sceneY;
}
break;
}
}
/*
* Resize must be declared as an attribute of the Alloy tag TIGLView (eg: onResize="resize")
*/
function resize(e)
{
width = e.width;
height = e.height;
/*
* Dispose puzzle pieces all over the screen
*/
for(var n = 0; n < entities.length; n++)
{
var entity = entities[n];
entity.x = width * 0.5 - 180 + Math.floor(n%4) * 120;
entity.y = height * 0.5 - 180 + Math.floor(n/4) * 120;
}
}
/*
* Loop must be declared as an attribute of the Alloy tag TIGLView (eg: onLoop="loop")
*/
function loop()
{
Tween.update(); //Requiered for tween to be updated
}
/*
* Touch must be declared as an attribute of the Alloy tag TIGLView (eg: onTouch="touch")
*/
function touch(e)
{
/*
* Discard all events wich not come from the scene
*/
if(e.entityId != 0)
{
return;
}
let entityDragged = entitiesDragged[e.pointer];
if(!entityDragged)
{
return;
}
switch(e.action)
{
case "move" :
entityDragged.x = entityDragged.startX + e.sceneX - entityDragged.sceneX;
entityDragged.y = entityDragged.startY + e.sceneY - entityDragged.sceneY;
break;
case "up" :
entitiesDragged[e.pointer] = null;
break;
}
}
/*
* Scramble all puzzle pieces
*/
function scramble()
{
for(var n = 0; n < entities.length; n++)
{
var entity = entities[n];
var x = 100 + Math.random() * (width - 200);
var y = 100 + Math.random() * (height - 200);
var tween = new Tween.Tween(entity)
.to({x: x, y: y}, 2000)
.easing(Tween.Easing.Quadratic.Out).start();
}
}
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