467c4bd4e8
- (Web) Removed some of the exit engine logic.
197 lines
7.8 KiB
Lua
197 lines
7.8 KiB
Lua
-- Urho2D physics sample.
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-- This sample demonstrates:
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-- - Creating both static and moving 2D physics objects to a scene
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-- - Displaying physics debug geometry
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require "LuaScripts/Utilities/Sample"
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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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-- 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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scene_:CreateComponent("DebugRenderer")
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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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-- Create 2D physics world component
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scene_:CreateComponent("PhysicsWorld2D")
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local boxSprite = cache:GetResource("Sprite2D", "Urho2D/Box.png")
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local ballSprite = cache:GetResource("Sprite2D", "Urho2D/Ball.png")
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-- Create ground.
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local groundNode = scene_:CreateChild("Ground")
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groundNode.position = Vector3(0.0, -3.0, 0.0)
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groundNode.scale = Vector3(200.0, 1.0, 0.0)
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-- Create 2D rigid body for gound
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local groundBody = groundNode:CreateComponent("RigidBody2D")
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local groundSprite = groundNode:CreateComponent("StaticSprite2D")
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groundSprite.sprite = boxSprite
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-- Create box collider for ground
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local groundShape = groundNode:CreateComponent("CollisionBox2D")
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-- Set box size
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groundShape.size = Vector2(0.32, 0.32)
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-- Set friction
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groundShape.friction = 0.5
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local NUM_OBJECTS = 100
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for i = 1, NUM_OBJECTS do
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local node = scene_:CreateChild("RigidBody")
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node.position = Vector3(Random(-0.1, 0.1), 5.0 + i * 0.4, 0.0)
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-- Create rigid body
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local body = node:CreateComponent("RigidBody2D")
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body.bodyType = BT_DYNAMIC
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local staticSprite = node:CreateComponent("StaticSprite2D")
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local shape = nil
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if i % 2 == 0 then
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staticSprite.sprite = boxSprite
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-- Create box
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shape = node:CreateComponent("CollisionBox2D")
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-- Set size
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shape.size = Vector2(0.32, 0.32)
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else
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staticSprite.sprite = ballSprite
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-- Create circle
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shape = node:CreateComponent("CollisionCircle2D")
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-- Set radius
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shape.radius = 0.16
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end
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-- Set density
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shape.density = 1.0
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-- Set friction
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shape.friction = 0.5
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-- Set restitution
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shape.restitution = 0.1
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end
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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 WASD keys and mouse to move, Use PageUp PageDown to zoom.")
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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 MoveCamera(timeStep)
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-- Do not move if the UI has a focused element (the console)
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if ui.focusElement ~= nil then
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return
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end
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-- Movement speed as world units per second
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local MOVE_SPEED = 4.0
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-- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
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if input:GetKeyDown(KEY_W) then
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cameraNode:Translate(Vector3(0.0, 1.0, 0.0) * MOVE_SPEED * timeStep)
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end
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if input:GetKeyDown(KEY_S) then
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cameraNode:Translate(Vector3(0.0, -1.0, 0.0) * MOVE_SPEED * timeStep)
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end
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if input:GetKeyDown(KEY_A) then
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cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
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end
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if input:GetKeyDown(KEY_D) then
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cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
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end
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if input:GetKeyDown(KEY_PAGEUP) then
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local camera = cameraNode:GetComponent("Camera")
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camera.zoom = camera.zoom * 1.01
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end
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if input:GetKeyDown(KEY_PAGEDOWN) then
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local camera = cameraNode:GetComponent("Camera")
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camera.zoom = camera.zoom * 0.99
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end
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end
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function SubscribeToEvents()
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-- Subscribe HandleUpdate() function for processing update events
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SubscribeToEvent("Update", "HandleUpdate")
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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 HandleUpdate(eventType, eventData)
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-- Take the frame time step, which is stored as a float
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local timeStep = eventData["TimeStep"]:GetFloat()
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-- Move the camera, scale movement with time step
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MoveCamera(timeStep)
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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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" <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\">Zoom In</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=\"PAGEUP\" />" ..
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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\">Zoom Out</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=\"PAGEDOWN\" />" ..
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" </element>" ..
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" </add>" ..
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"</patch>"
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end
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