Urho3D/bin/Data/Scripts/25_Urho2DParticle.as
魔大农 96cb0d5d1e Fixed event data names in sample 25
Liberates emitter from screen corner.
2020-03-16 09:51:10 +08:00

124 lines
4.7 KiB
ActionScript

// Urho2D particle example.
// This sample demonstrates:
// - Creating a 2D scene with particle
// - Displaying the scene using the Renderer subsystem
// - Handling mouse move to move particle
#include "Scripts/Utilities/Sample.as"
Node@ particleNode;
void Start()
{
// Execute the common startup for samples
SampleStart();
// Set mouse visible
input.mouseVisible = true;
// 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();
}
void 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(0.0f, 0.0f, -10.0f);
Camera@ camera = cameraNode.CreateComponent("Camera");
camera.orthographic = true;
camera.orthoSize = graphics.height * PIXEL_SIZE;
camera.zoom = 1.2f * Min(graphics.width / 1280.0f, graphics.height / 800.0f); // Set zoom according to user's resolution to ensure full visibility (initial zoom (1.2) is set for full visibility at 1280x800 resolution)
ParticleEffect2D@ particleEffect = cache.GetResource("ParticleEffect2D", "Urho2D/sun.pex");
if (particleEffect is null)
return;
particleNode = scene_.CreateChild("ParticleEmitter2D");
ParticleEmitter2D@ particleEmitter = particleNode.CreateComponent("ParticleEmitter2D");
particleEmitter.effect = particleEffect;
ParticleEffect2D@ greenSpiralEffect = cache.GetResource("ParticleEffect2D", "Urho2D/greenspiral.pex");
if (greenSpiralEffect is null)
return;
Node@ greenSpiralNode = scene_.CreateChild("GreenSpiral");
ParticleEmitter2D@ greenSpiralEmitter = greenSpiralNode.CreateComponent("ParticleEmitter2D");
greenSpiralEmitter.effect = greenSpiralEffect;
}
void CreateInstructions()
{
// Construct new Text object, set string to display and font to use
Text@ instructionText = ui.root.CreateChild("Text");
instructionText.text = "Use mouse to move the particle.";
instructionText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
// Position the text relative to the screen center
instructionText.horizontalAlignment = HA_CENTER;
instructionText.verticalAlignment = VA_CENTER;
instructionText.SetPosition(0, ui.root.height / 4);
}
void 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
Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
renderer.viewports[0] = viewport;
}
void SubscribeToEvents()
{
// Subscribe HandleMouseMove() function for tracking mouse/touch move events
SubscribeToEvent("MouseMove", "HandleMouseMove");
if (touchEnabled)
SubscribeToEvent("TouchMove", "HandleMouseMove");
// Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample
UnsubscribeFromEvent("SceneUpdate");
}
void HandleMouseMove(StringHash eventType, VariantMap& eventData)
{
if (particleNode !is null)
{
float x = eventData["X"].GetInt();
float y = eventData["Y"].GetInt();
Camera@ camera = cameraNode.GetComponent("Camera");
particleNode.position = camera.ScreenToWorldPoint(Vector3(x / graphics.width, y / graphics.height, 10.0f));
}
}
// Create XML patch instructions for screen joystick layout specific to this sample app
String patchInstructions =
"<patch>" +
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">" +
" <attribute name=\"Is Visible\" value=\"false\" />" +
" </add>" +
"</patch>";