467c4bd4e8
- (Web) Removed some of the exit engine logic.
164 lines
7.2 KiB
Lua
164 lines
7.2 KiB
Lua
-- Urho2D sprite example.
|
|
-- This sample demonstrates:
|
|
-- - Creating a 2D scene with spriter animation
|
|
-- - Displaying the scene using the Renderer subsystem
|
|
-- - Handling keyboard to move and zoom 2D camera
|
|
|
|
require "LuaScripts/Utilities/Sample"
|
|
|
|
local spriterNode = nil
|
|
local spriterAnimationIndex = 0
|
|
|
|
function Start()
|
|
-- Execute the common startup for samples
|
|
SampleStart()
|
|
|
|
-- Create the scene content
|
|
CreateScene()
|
|
|
|
-- Create the UI content
|
|
CreateInstructions()
|
|
|
|
-- Setup the viewport for displaying the scene
|
|
SetupViewport()
|
|
|
|
-- Set the mouse mode to use in the sample
|
|
SampleInitMouseMode(MM_FREE)
|
|
|
|
-- Hook up to the frame update events
|
|
SubscribeToEvents()
|
|
end
|
|
|
|
function CreateScene()
|
|
scene_ = Scene()
|
|
|
|
-- Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
|
|
-- show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates it
|
|
-- is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
|
|
-- optimizing manner
|
|
scene_:CreateComponent("Octree")
|
|
|
|
-- Create a scene node for the camera, which we will move around
|
|
-- The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
|
|
cameraNode = scene_:CreateChild("Camera")
|
|
-- Set an initial position for the camera scene node above the plane
|
|
cameraNode.position = Vector3(0.0, 0.0, -10.0)
|
|
local camera = cameraNode:CreateComponent("Camera")
|
|
camera.orthographic = true
|
|
camera.orthoSize = graphics.height * PIXEL_SIZE
|
|
camera.zoom = 1.5 * Min(graphics.width / 1280, graphics.height / 800) -- Set zoom according to user's resolution to ensure full visibility (initial zoom (1.5) is set for full visibility at 1280x800 resolution)
|
|
|
|
local spriterAnimationSet = cache:GetResource("AnimationSet2D", "Urho2D/imp/imp.scml")
|
|
if spriterAnimationSet == nil then
|
|
return
|
|
end
|
|
|
|
spriterNode = scene_:CreateChild("SpriterAnimation")
|
|
|
|
local spriterAnimatedSprite = spriterNode:CreateComponent("AnimatedSprite2D")
|
|
spriterAnimatedSprite.animationSet = spriterAnimationSet
|
|
spriterAnimatedSprite:SetAnimation(spriterAnimationSet:GetAnimation(spriterAnimationIndex), LM_FORCE_LOOPED)
|
|
end
|
|
|
|
function CreateInstructions()
|
|
-- Construct new Text object, set string to display and font to use
|
|
local instructionText = ui.root:CreateChild("Text")
|
|
instructionText:SetText("Mouse click to play next animation, \nUse WASD keys and mouse to move, Use PageUp PageDown to zoom.")
|
|
instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
|
|
instructionText.textAlignment = HA_CENTER -- Center rows in relation to each other
|
|
|
|
-- Position the text relative to the screen center
|
|
instructionText.horizontalAlignment = HA_CENTER
|
|
instructionText.verticalAlignment = VA_CENTER
|
|
instructionText:SetPosition(0, ui.root.height / 4)
|
|
end
|
|
|
|
function SetupViewport()
|
|
-- 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
|
|
-- at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
|
|
-- use, but now we just use full screen and default render path configured in the engine command line options
|
|
local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
|
|
renderer:SetViewport(0, viewport)
|
|
end
|
|
|
|
function MoveCamera(timeStep)
|
|
-- Do not move if the UI has a focused element (the console)
|
|
if ui.focusElement ~= nil then
|
|
return
|
|
end
|
|
|
|
-- Movement speed as world units per second
|
|
local MOVE_SPEED = 4.0
|
|
|
|
-- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
|
|
if input:GetKeyDown(KEY_W) then
|
|
cameraNode:Translate(Vector3(0.0, 1.0, 0.0) * MOVE_SPEED * timeStep)
|
|
end
|
|
if input:GetKeyDown(KEY_S) then
|
|
cameraNode:Translate(Vector3(0.0, -1.0, 0.0) * MOVE_SPEED * timeStep)
|
|
end
|
|
if input:GetKeyDown(KEY_A) then
|
|
cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
|
|
end
|
|
if input:GetKeyDown(KEY_D) then
|
|
cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
|
|
end
|
|
|
|
if input:GetKeyDown(KEY_PAGEUP) then
|
|
local camera = cameraNode:GetComponent("Camera")
|
|
camera.zoom = camera.zoom * 1.01
|
|
end
|
|
|
|
if input:GetKeyDown(KEY_PAGEDOWN) then
|
|
local camera = cameraNode:GetComponent("Camera")
|
|
camera.zoom = camera.zoom * 0.99
|
|
end
|
|
end
|
|
|
|
function SubscribeToEvents()
|
|
-- Subscribe HandleUpdate() function for processing update events
|
|
SubscribeToEvent("Update", "HandleUpdate")
|
|
SubscribeToEvent("MouseButtonDown", "HandleMouseButtonDown")
|
|
|
|
-- Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample
|
|
UnsubscribeFromEvent("SceneUpdate")
|
|
end
|
|
|
|
function HandleUpdate(eventType, eventData)
|
|
-- Take the frame time step, which is stored as a float
|
|
local timeStep = eventData["TimeStep"]:GetFloat()
|
|
|
|
-- Move the camera, scale movement with time step
|
|
MoveCamera(timeStep)
|
|
end
|
|
|
|
function HandleMouseButtonDown(eventType, eventData)
|
|
local spriterAnimatedSprite = spriterNode:GetComponent("AnimatedSprite2D")
|
|
local spriterAnimationSet = spriterAnimatedSprite.animationSet
|
|
spriterAnimationIndex = (spriterAnimationIndex + 1) % spriterAnimationSet.numAnimations
|
|
spriterAnimatedSprite:SetAnimation(spriterAnimationSet:GetAnimation(spriterAnimationIndex), LM_FORCE_LOOPED)
|
|
end
|
|
|
|
-- Create XML patch instructions for screen joystick layout specific to this sample app
|
|
function GetScreenJoystickPatchString()
|
|
return
|
|
"<patch>" ..
|
|
" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />" ..
|
|
" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Zoom In</replace>" ..
|
|
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" ..
|
|
" <element type=\"Text\">" ..
|
|
" <attribute name=\"Name\" value=\"KeyBinding\" />" ..
|
|
" <attribute name=\"Text\" value=\"PAGEUP\" />" ..
|
|
" </element>" ..
|
|
" </add>" ..
|
|
" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />" ..
|
|
" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Zoom Out</replace>" ..
|
|
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">" ..
|
|
" <element type=\"Text\">" ..
|
|
" <attribute name=\"Name\" value=\"KeyBinding\" />" ..
|
|
" <attribute name=\"Text\" value=\"PAGEDOWN\" />" ..
|
|
" </element>" ..
|
|
" </add>" ..
|
|
"</patch>"
|
|
end
|