Urho3D/Source/Samples/50_Urho2DPlatformer/Urho2DPlatformer.h
2020-01-05 06:21:40 +00:00

86 lines
3.5 KiB
C++

//
// Copyright (c) 2008-2020 the Urho3D project.
//
// 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.
//
#pragma once
#include "Sample.h"
#include "Utilities2D/Sample2D.h"
class Character2D;
class Sample2D;
/// Urho2D platformer example.
/// This sample demonstrates:
/// - Creating an orthogonal 2D scene from tile map file
/// - Displaying the scene using the Renderer subsystem
/// - Handling keyboard to move a character and zoom 2D camera
/// - Generating physics shapes from the tmx file's objects
/// - Mixing physics and translations to move the character
/// - Using Box2D Contact listeners to handle the gameplay
/// - Displaying debug geometry for physics and tile map
/// Note that this sample uses some functions from Sample2D utility class.
class Urho2DPlatformer : public Sample
{
URHO3D_OBJECT(Urho2DPlatformer, Sample);
public:
/// Construct.
explicit Urho2DPlatformer(Context* context);
/// Setup after engine initialization and before running the main loop.
void Start() override;
/// Setup before engine initialization. Modifies the engine parameters.
void Setup() override;
private:
/// Construct the scene content.
void CreateScene();
/// Subscribe to application-wide logic update events.
void SubscribeToEvents();
/// Handle the logic update event.
void HandleUpdate(StringHash eventType, VariantMap& eventData);
/// Handle the logic post update event.
void HandlePostUpdate(StringHash eventType, VariantMap& eventData);
/// Handle the post render update event.
void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
/// Handle the end rendering event.
void HandleSceneRendered(StringHash eventType, VariantMap& eventData);
/// Handle the contact begin event (Box2D contact listener).
void HandleCollisionBegin(StringHash eventType, VariantMap& eventData);
/// Handle the contact end event (Box2D contact listener).
void HandleCollisionEnd(StringHash eventType, VariantMap& eventData);
/// Handle reloading the scene.
void ReloadScene(bool reInit);
/// Handle 'PLAY' button released event.
void HandlePlayButton(StringHash eventType, VariantMap& eventData);
/// The controllable character component.
WeakPtr<Character2D> character2D_;
/// Flag for drawing debug geometry.
bool drawDebug_{};
/// Scaling factor based on tiles' aspect ratio.
float moveSpeedScale_{};
/// Sample2D utility object.
SharedPtr<Sample2D> sample2D_;
};