0631979496
[ci skip]
200 lines
7.9 KiB
Lua
200 lines
7.9 KiB
Lua
-- Urho2D stretchable sprite example.
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-- This sample demonstrates:
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-- - Creating a 2D scene with both static and stretchable sprites
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-- - Difference in scaling static and stretchable sprites
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-- - Similarity in otherwise transforming static and stretchable sprites
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-- - Displaying the scene using the Renderer subsystem
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-- - Handling keyboard to transform nodes
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require "LuaScripts/Utilities/Sample"
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local selectTransform = 0 -- Transform mode tracking index.
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local refSpriteNode = nil -- Reference (static) sprite node.
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local stretchSpriteNode = nil -- Stretchable sprite node.
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function Start()
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-- Execute base class startup
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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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-- 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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-- Setup sprites and nodes on the scene
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refSpriteNode = scene_:CreateChild("regular sprite")
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stretchSpriteNode = scene_:CreateChild("stretch sprite")
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local sprite = cache:GetResource("Sprite2D", "Urho2D/Stretchable.png")
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if sprite then
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local staticSprite = refSpriteNode:CreateComponent("StaticSprite2D")
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staticSprite.sprite = sprite
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local stretchSprite = stretchSpriteNode:CreateComponent("StretchableSprite2D")
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stretchSprite.sprite = sprite
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stretchSprite.border = IntRect(25, 25, 25, 25)
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refSpriteNode:Translate2D(Vector2(-2, 0))
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stretchSpriteNode:Translate2D(Vector2(2, 0))
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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 SubscribeToEvents()
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-- Subscribe HandleUpdate() function for processing update events
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SubscribeToEvent("Update", "HandleUpdate")
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-- Subscribe HandleUpdate() function for processing update events
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SubscribeToEvent("KeyUp", "HandleKeyUp")
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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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local timeStep = eventData["TimeStep"]:GetFloat()
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if selectTransform == 0 then
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ScaleSprites(timeStep)
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elseif selectTransform == 1 then
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RotateSprites(timeStep)
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elseif selectTransform == 2 then
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TranslateSprites(timeStep)
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else
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log:Write(LOG_ERROR, "bad transform selection " .. selectTransform)
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end
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end
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function HandleKeyUp(eventType, eventData)
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local key = eventData["Key"]:GetInt()
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if key == KEY_TAB then
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selectTransform = (selectTransform + 1) % 3
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elseif key == KEY_ESCAPE then
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engine:Exit()
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end
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end
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function TranslateSprites(timeStep)
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local speed = 1
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local left = input:GetKeyDown(KEY_A)
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local right = input:GetKeyDown(KEY_D)
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local up = input:GetKeyDown(KEY_W)
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local down = input:GetKeyDown(KEY_S)
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if left or right or up or down then
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local quantum = timeStep * speed
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local translate = Vector2((left and -quantum or 0) + (right and quantum or 0),
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(down and -quantum or 0) + (up and quantum or 0))
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refSpriteNode:Translate2D(translate)
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stretchSpriteNode:Translate2D(translate)
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end
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end
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function RotateSprites(timeStep)
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local speed = 45
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local left = input:GetKeyDown(KEY_A)
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local right = input:GetKeyDown(KEY_D)
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local up = input:GetKeyDown(KEY_W)
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local down = input:GetKeyDown(KEY_S)
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local ctrl = input:GetKeyDown(KEY_CTRL)
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if left or right or up or down then
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local quantum = timeStep * speed
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local xrot = (up and -quantum or 0) + (down and quantum or 0)
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local rot2 = (left and -quantum or 0) + (right and quantum or 0)
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local totalRot = Quaternion(xrot, ctrl and 0 or rot2, ctrl and rot2 or 0)
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refSpriteNode:Rotate(totalRot)
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stretchSpriteNode:Rotate(totalRot)
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end
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end
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function ScaleSprites(timeStep)
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local speed = 0.5
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local left = input:GetKeyDown(KEY_A)
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local right = input:GetKeyDown(KEY_D)
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local up = input:GetKeyDown(KEY_W)
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local down = input:GetKeyDown(KEY_S)
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if left or right or up or down then
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local quantum = timeStep * speed
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local scale = Vector2(1 + (right and quantum or left and -quantum or 0),
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1 + (up and quantum or down and -quantum or 0))
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refSpriteNode:Scale2D(scale)
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stretchSpriteNode:Scale2D(scale)
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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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" <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\">TAB</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=\"TAB\" />" ..
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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\">CTRL</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=\"LCTRL\" />" ..
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" </element>" ..
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" </add>" ..
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"</patch>"
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end
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