mBrickCount = 0;
+ if( mBrickImageMap.Empty() )
+ {
+ Vector2 stageSize(Stage::GetCurrent().GetSize());
+ const Vector2 brickSize(BRICK_SIZE * Vector2(stageSize.x, stageSize.x));
+
+ mBrickImageMap["desiredWidth"] = static_cast<int>( brickSize.width );
+ mBrickImageMap["desiredHeight"] = static_cast<int>( brickSize.height );
+ mBrickImageMap["fittingMode"] = "SCALE_TO_FILL";
+ mBrickImageMap["samplingMode"] = "BOX_THEN_LINEAR";
+ }
+
switch(level%TOTAL_LEVELS)
{
case 0:
*/
Actor CreateBrick( const Vector2& position, int type )
{
- Vector2 stageSize(Stage::GetCurrent().GetSize());
- const Vector2 brickSize(BRICK_SIZE * Vector2(stageSize.x, stageSize.x));
-
- Image img = ResourceImage::New( BRICK_IMAGE_PATH[type], Dali::ImageDimensions( 128, 64 ), Dali::FittingMode::SCALE_TO_FILL, Dali::SamplingMode::BOX_THEN_LINEAR );
- ImageView brick = ImageView::New(img);
+ mBrickImageMap["url"] = BRICK_IMAGE_PATH[type];
+ ImageView brick = ImageView::New();
+ brick.SetProperty( ImageView::Property::IMAGE, mBrickImageMap );
brick.SetParentOrigin(ParentOrigin::TOP_LEFT);
brick.SetAnchorPoint(AnchorPoint::CENTER);
- brick.SetSize( brickSize );
brick.SetPosition( Vector3( position ) );
// Add a constraint on the brick between it and the ball generating a collision-property
Animation mWobbleAnimation; ///< Paddle's animation when hit (wobbles)
Property::Index mWobbleProperty; ///< The wobble property (generated from animation)
Actor mLevelContainer; ///< The level container (contains bricks)
+ Property::Map mBrickImageMap; ///< The property map used to load the brick
// actor - dragging functionality