136 lines
6.3 KiB
C++
136 lines
6.3 KiB
C++
//
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// Copyright (c) 2008-2021 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#pragma once
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#include <Urho3D/Core/Object.h>
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namespace Urho3D
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{
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class Node;
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class Scene;
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}
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class Character2D;
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// All Urho3D classes reside in namespace Urho3D
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using namespace Urho3D;
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const float CAMERA_MIN_DIST = 0.1f;
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const float CAMERA_MAX_DIST = 6.0f;
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/// Convenient functions for Urho2D samples:
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/// - Generate collision shapes from a tmx file objects
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/// - Create Spriter Imp character
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/// - Create enemies, coins and platforms to tile map placeholders
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/// - Handle camera zoom using PageUp, PageDown and MouseWheel
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/// - Create UI instructions
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/// - Create a particle emitter attached to a given node
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/// - Play a non-looping sound effect
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/// - Load/Save the scene
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/// - Create XML patch instructions for screen joystick layout
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class Sample2D : public Object
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{
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URHO3D_OBJECT(Sample2D, Object);
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public:
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/// Construct.
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explicit Sample2D(Context* context);
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/// Destruct.
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~Sample2D() override = default;
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/// Generate physics collision shapes from the tmx file's objects located in tileMapLayer.
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void CreateCollisionShapesFromTMXObjects(Node* tileMapNode, TileMapLayer2D* tileMapLayer, const TileMapInfo2D& info);
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/// Build collision shape from Tiled 'Rectangle' objects.
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CollisionBox2D* CreateRectangleShape(Node* node, TileMapObject2D* object, const Vector2& size, const TileMapInfo2D& info);
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/// Build collision shape from Tiled 'Ellipse' objects.
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CollisionCircle2D* CreateCircleShape(Node* node, TileMapObject2D* object, float radius, const TileMapInfo2D& info);
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/// Build collision shape from Tiled 'Polygon' objects.
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CollisionPolygon2D* CreatePolygonShape(Node* node, TileMapObject2D* object);
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/// Build collision shape from Tiled 'Poly Line' objects.
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CollisionChain2D* CreatePolyLineShape(Node* node, TileMapObject2D* object);
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/// Create Imp Spriter character.
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Node* CreateCharacter(const TileMapInfo2D& info, float friction, const Vector3& position, float scale);
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/// Create a trigger (will be cloned at each tmx placeholder).
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Node* CreateTrigger();
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/// Create an enemy (will be cloned at each tmx placeholder).
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Node* CreateEnemy();
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/// Create an Orc (will be cloned at each tmx placeholder).
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Node* CreateOrc();
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/// Create a coin (will be cloned at each tmx placeholder).
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Node* CreateCoin();
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/// Create a moving platform (will be cloned at each tmx placeholder).
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Node* CreateMovingPlatform();
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/// Instantiate enemies and moving platforms at each placeholder (placeholders are Poly Line objects defining a path from points).
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void PopulateMovingEntities(TileMapLayer2D* movingEntitiesLayer);
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/// Instantiate coins to pick at each placeholder.
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void PopulateCoins(TileMapLayer2D* coinsLayer);
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/// Instantiate triggers at each placeholder (Rectangle objects).
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void PopulateTriggers(TileMapLayer2D* triggersLayer);
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/// Read input and zoom the camera.
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float Zoom(Camera* camera);
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/// Create path from tmx object's points.
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PODVector<Vector2> CreatePathFromPoints(TileMapObject2D* object, const Vector2& offset);
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/// Create the UI content.
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void CreateUIContent(const String& demoTitle, int remainingLifes, int remainingCoins);
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/// Handle 'EXIT' button released event.
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void HandleExitButton(StringHash eventType, VariantMap& eventData);
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/// Save the scene.
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void SaveScene(bool initial);
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/// Create a background 2D sprite, optionally rotated by a ValueAnimation object.
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void CreateBackgroundSprite(const TileMapInfo2D& info, float scale, const String& texture, bool animate);
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/// Create a particle emitter attached to the given node.
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void SpawnEffect(Node* node);
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/// Play a non-looping sound effect.
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void PlaySoundEffect(const String& soundName);
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/// Filename used in load/save functions.
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String demoFilename_;
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/// The scene.
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Scene* scene_{};
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protected:
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/// Return XML patch instructions for screen joystick layout.
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virtual String GetScreenJoystickPatchString() const { return
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"<patch>"
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" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />"
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" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Fight</replace>"
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" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">"
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" <element type=\"Text\">"
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" <attribute name=\"Name\" value=\"KeyBinding\" />"
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" <attribute name=\"Text\" value=\"SPACE\" />"
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" </element>"
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" </add>"
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" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />"
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" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Jump</replace>"
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" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">"
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" <element type=\"Text\">"
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" <attribute name=\"Name\" value=\"KeyBinding\" />"
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" <attribute name=\"Text\" value=\"UP\" />"
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" </element>"
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" </add>"
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"</patch>";
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}
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};
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