217 lines
8.7 KiB
ActionScript
217 lines
8.7 KiB
ActionScript
// Urho2D sprite example.
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// This sample demonstrates:
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// - Creating a 2D scene with sprite
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// - Displaying the scene using the Renderer subsystem
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// - Handling keyboard to move and zoom 2D camera
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#include "Scripts/Utilities/Sample.as"
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Array<Node@> spriteNodes;
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void Start()
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{
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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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}
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void CreateScene()
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{
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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(0.0f, 0.0f, -10.0f);
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Camera@ 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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Sprite2D@ sprite = cache.GetResource("Sprite2D", "Urho2D/Aster.png");
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if (sprite is null)
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return;
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uint halfWidth = uint(graphics.width * PIXEL_SIZE * 0.5f);
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uint halfHeight = uint(graphics.height * PIXEL_SIZE * 0.5f);
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// Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
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// quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
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// LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
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// see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
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// same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
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// scene.
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const uint NUM_SPRITES = 200;
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for (uint i = 0; i < NUM_SPRITES; ++i)
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{
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Node@ spriteNode = scene_.CreateChild("StaticSprite2D");
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spriteNode.position = Vector3(Random(-halfWidth, halfWidth), Random(-halfHeight, halfHeight), 0.0f);
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StaticSprite2D@ staticSprite = spriteNode.CreateComponent("StaticSprite2D");
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// Set color
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staticSprite.color = Color(Random(1.0f), Random(1.0f), Random(1.0f), 1.0f);
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// Set blend mode
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staticSprite.blendMode = BLEND_ALPHA;
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// Set sprite
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staticSprite.sprite = sprite;
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spriteNode.vars["MoveSpeed"] = Vector3(Random(-2.0f, 2.0f), Random(-2.0f, 2.0f), 0.0f);
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spriteNode.vars["RotateSpeed"] = Random(-90.0f, 90.0f);
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spriteNodes.Push(spriteNode);
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}
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AnimationSet2D@ animationSet = cache.GetResource("AnimationSet2D", "Urho2D/GoldIcon.scml");
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if (animationSet is null)
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return;
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Node@ spriteNode = scene_.CreateChild("AnimatedSprite2D");
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spriteNode.position = Vector3(0.0f, 0.0f, -1.0f);
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AnimatedSprite2D@ animatedSprite = spriteNode.CreateComponent("AnimatedSprite2D");
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// Set animation
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animatedSprite.animationSet = animationSet;
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animatedSprite.animation = "idle";
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}
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void CreateInstructions()
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{
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// Construct new Text object, set string to display and font to use
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Text@ instructionText = ui.root.CreateChild("Text");
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instructionText.text = "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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}
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void SetupViewport()
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{
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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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Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
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renderer.viewports[0] = viewport;
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}
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void MoveCamera(float timeStep)
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{
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// Do not move if the UI has a focused element (the console)
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if (ui.focusElement !is null)
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return;
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// Movement speed as world units per second
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const float MOVE_SPEED = 4.0f;
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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.keyDown[KEY_W])
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cameraNode.Translate(Vector3::UP * MOVE_SPEED * timeStep);
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if (input.keyDown[KEY_S])
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cameraNode.Translate(Vector3::DOWN * MOVE_SPEED * timeStep);
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if (input.keyDown[KEY_A])
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cameraNode.Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
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if (input.keyDown[KEY_D])
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cameraNode.Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
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if (input.keyDown[KEY_PAGEUP])
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{
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Camera@ camera = cameraNode.GetComponent("Camera");
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camera.zoom = camera.zoom * 1.01f;
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}
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if (input.keyDown[KEY_PAGEDOWN])
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{
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Camera@ camera = cameraNode.GetComponent("Camera");
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camera.zoom = camera.zoom * 0.99f;
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}
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}
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void SubscribeToEvents()
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{
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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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}
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void HandleUpdate(StringHash eventType, VariantMap& eventData)
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{
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// Take the frame time step, which is stored as a float
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float 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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float halfWidth = graphics.width * 0.5f * PIXEL_SIZE;
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float halfHeight = graphics.height * 0.5f * PIXEL_SIZE;
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// Go through all sprites
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for (uint i = 0; i < spriteNodes.length; ++i)
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{
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Node@ spriteNode = spriteNodes[i];
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Vector3 moveSpeed = spriteNode.vars["MoveSpeed"].GetVector3();
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Vector3 newPosition = spriteNode.position + moveSpeed * timeStep;
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if (newPosition.x < -halfWidth || newPosition.x > halfWidth)
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{
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newPosition.x = spriteNode.position.x;
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moveSpeed.x = -moveSpeed.x;
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spriteNode.vars["MoveSpeed"] = moveSpeed;
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}
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if (newPosition.y < -halfHeight || newPosition.y > halfHeight)
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{
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newPosition.y = spriteNode.position.y;
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moveSpeed.y = -moveSpeed.y;
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spriteNode.vars["MoveSpeed"] = moveSpeed;
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}
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spriteNode.position = newPosition;
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spriteNode.Roll(spriteNode.vars["RotateSpeed"].GetFloat() * timeStep);
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}
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}
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// Create XML patch instructions for screen joystick layout specific to this sample app
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String patchInstructions =
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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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