96cb0d5d1e
Liberates emitter from screen corner.
118 lines
4.6 KiB
Lua
118 lines
4.6 KiB
Lua
-- Urho2D particle example.
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-- This sample demonstrates:
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-- - Creating a 2D scene with particle
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-- - Displaying the scene using the Renderer subsystem
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-- - Handling mouse move to move particle
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require "LuaScripts/Utilities/Sample"
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local particleNode = nil
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function Start()
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-- Execute the common startup for samples
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SampleStart()
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-- Set mouse visible
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input.mouseVisible = true
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-- Create the scene content
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CreateScene()
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-- Create the UI content
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CreateInstructions()
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-- Setup the viewport for displaying the scene
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SetupViewport()
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-- Set the mouse mode to use in the sample
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SampleInitMouseMode(MM_FREE)
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-- Hook up to the frame update events
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SubscribeToEvents()
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end
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function CreateScene()
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scene_ = Scene()
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-- Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
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-- show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates it
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-- is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
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-- optimizing manner
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scene_:CreateComponent("Octree")
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-- Create a scene node for the camera, which we will move around
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-- The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
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cameraNode = scene_:CreateChild("Camera")
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-- Set an initial position for the camera scene node above the plane
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cameraNode.position = Vector3(0.0, 0.0, -10.0)
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local camera = cameraNode:CreateComponent("Camera")
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camera.orthographic = true
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camera.orthoSize = graphics.height * PIXEL_SIZE
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camera.zoom = 1.2 * Min(graphics.width / 1280, graphics.height / 800) -- Set zoom according to user's resolution to ensure full visibility (initial zoom (1.2) is set for full visibility at 1280x800 resolution)
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local particleEffect = cache:GetResource("ParticleEffect2D", "Urho2D/sun.pex")
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if particleEffect == nil then
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return
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end
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particleNode = scene_:CreateChild("ParticleEmitter2D")
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local particleEmitter = particleNode:CreateComponent("ParticleEmitter2D")
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particleEmitter.effect = particleEffect
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local greenSpiralEffect = cache:GetResource("ParticleEffect2D", "Urho2D/greenspiral.pex")
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if greenSpiralEffect == nil then
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return
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end
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greenSpiralNode = scene_:CreateChild("GreenSpiral")
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local greenSpiralEmitter = greenSpiralNode:CreateComponent("ParticleEmitter2D")
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greenSpiralEmitter.effect = greenSpiralEffect
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end
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function CreateInstructions()
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-- Construct new Text object, set string to display and font to use
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local instructionText = ui.root:CreateChild("Text")
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instructionText:SetText("Use mouse to move the particle.")
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instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
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-- Position the text relative to the screen center
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instructionText.horizontalAlignment = HA_CENTER
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instructionText.verticalAlignment = VA_CENTER
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instructionText:SetPosition(0, ui.root.height / 4)
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end
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function SetupViewport()
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-- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen. We need to define the scene and the camera
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-- at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
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-- use, but now we just use full screen and default render path configured in the engine command line options
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local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
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renderer:SetViewport(0, viewport)
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end
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function SubscribeToEvents()
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-- Subscribe HandleMouseMove() function for tracking mouse/touch move events
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SubscribeToEvent("MouseMove", "HandleMouseMove")
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if touchEnabled then SubscribeToEvent("TouchMove", "HandleMouseMove") end
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-- Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample
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UnsubscribeFromEvent("SceneUpdate")
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end
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function HandleMouseMove(eventType, eventData)
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if particleNode ~= nil then
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local x = eventData["X"]:GetInt()
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local y = eventData["Y"]:GetInt()
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local camera = cameraNode:GetComponent("Camera")
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particleNode.position = camera:ScreenToWorldPoint(Vector3(x / graphics.width, y / graphics.height, 10.0))
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end
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end
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-- Create XML patch instructions for screen joystick layout specific to this sample app
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function GetScreenJoystickPatchString()
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return
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"<patch>" ..
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" <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">" ..
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" <attribute name=\"Is Visible\" value=\"false\" />" ..
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" </add>" ..
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"</patch>"
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end
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