Urho3D/Source/Samples/Utilities2D/Mover.cpp
2020-01-05 06:21:40 +00:00

165 lines
5.3 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.
//
#include <Urho3D/Urho2D/AnimatedSprite2D.h>
#include <Urho3D/Urho2D/AnimationSet2D.h>
#include <Urho3D/Core/Context.h>
#include <Urho3D/IO/MemoryBuffer.h>
#include <Urho3D/Scene/Scene.h>
#include <Urho3D/Scene/SceneEvents.h>
#include <Urho3D/DebugNew.h>
#include "Mover.h"
Mover::Mover(Context* context) :
LogicComponent(context),
speed_(0.8f),
currentPathID_(1),
emitTime_(0.0f),
fightTimer_(0.0f),
flip_(0.0f)
{
// Only the scene update event is needed: unsubscribe from the rest for optimization
SetUpdateEventMask(USE_UPDATE);
}
void Mover::RegisterObject(Context* context)
{
context->RegisterFactory<Mover>();
// These macros register the class attribute to the Context for automatic load / save handling.
// We specify the Default attribute mode which means it will be used both for saving into file, and network replication.
URHO3D_MIXED_ACCESSOR_ATTRIBUTE("Path", GetPathAttr, SetPathAttr, PODVector<unsigned char>, Variant::emptyBuffer, AM_DEFAULT);
URHO3D_ATTRIBUTE("Speed", float, speed_, 0.8f, AM_DEFAULT);
URHO3D_ATTRIBUTE("Current Path ID", int, currentPathID_, 1, AM_DEFAULT);
URHO3D_ATTRIBUTE("Emit Time", float, emitTime_, 0.0f, AM_DEFAULT);
URHO3D_ATTRIBUTE("Fight Timer", float, fightTimer_, 0.0f, AM_DEFAULT);
URHO3D_ATTRIBUTE("Flip Animation", float, flip_, 0.0f, AM_DEFAULT);
}
void Mover::SetPathAttr(const PODVector<unsigned char>& value)
{
if (value.Empty())
return;
MemoryBuffer buffer(value);
while (!buffer.IsEof())
path_.Push(buffer.ReadVector2());
}
PODVector<unsigned char> Mover::GetPathAttr() const
{
VectorBuffer buffer;
for (unsigned i = 0; i < path_.Size(); ++i)
buffer.WriteVector2(path_[i]);
return buffer.GetBuffer();
}
void Mover::Update(float timeStep)
{
if (path_.Size() < 2)
return;
// Handle Orc states (idle/wounded/fighting)
if (node_->GetName() == "Orc")
{
auto* animatedSprite = node_->GetComponent<AnimatedSprite2D>();
String anim = "run";
// Handle wounded state
if (emitTime_ > 0.0f)
{
emitTime_ += timeStep;
anim = "dead";
// Handle dead
if (emitTime_ >= 3.0f)
{
node_->Remove();
return;
}
}
else
{
// Handle fighting state
if (fightTimer_ > 0.0f)
{
anim = "attack";
flip_ = GetScene()->GetChild("Imp", true)->GetPosition().x_ - node_->GetPosition().x_;
fightTimer_ += timeStep;
if (fightTimer_ >= 3.0f)
fightTimer_ = 0.0f; // Reset
}
// Flip Orc animation according to speed, or player position when fighting
animatedSprite->SetFlipX(flip_ >= 0.0f);
}
// Animate
if (animatedSprite->GetAnimation() != anim)
animatedSprite->SetAnimation(anim);
}
// Don't move if fighting or wounded
if (fightTimer_ > 0.0f || emitTime_ > 0.0f)
return;
// Set direction and move to target
Vector2 dir = path_[currentPathID_] - node_->GetPosition2D();
Vector2 dirNormal = dir.Normalized();
node_->Translate(Vector3(dirNormal.x_, dirNormal.y_, 0.0f) * Abs(speed_) * timeStep);
flip_ = dir.x_;
// Check for new target to reach
if (Abs(dir.Length()) < 0.1f)
{
if (speed_ > 0.0f)
{
if (currentPathID_ + 1 < path_.Size())
currentPathID_ = currentPathID_ + 1;
else
{
// If loop, go to first waypoint, which equates to last one (and never reverse)
if (path_[currentPathID_] == path_[0])
{
currentPathID_ = 1;
return;
}
// Reverse path if not looping
currentPathID_ = currentPathID_ - 1;
speed_ = -speed_;
}
}
else
{
if (currentPathID_ - 1 >= 0)
currentPathID_ = currentPathID_ - 1;
else
{
currentPathID_ = 1;
speed_ = -speed_;
}
}
}
}