203 lines
8.2 KiB
ActionScript
203 lines
8.2 KiB
ActionScript
// Urho2D tile map example.
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// This sample demonstrates:
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// - Creating a 2D scene with tile map
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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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// - Interacting with the tile map
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#include "Scripts/Utilities/Sample.as"
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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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// Enable OS cursor
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input.mouseVisible = true;
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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_RELATIVE);
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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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camera.zoom = 1.0f * Min(graphics.width / 1280.0f, graphics.height / 800.0f); // Set zoom according to user's resolution to ensure full visibility (initial zoom (1.0) is set for full visibility at 1280x800 resolution)
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// Get tmx file
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TmxFile2D@ tmxFile = cache.GetResource("TmxFile2D", "Urho2D/isometric_grass_and_water.tmx");
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if (tmxFile is null)
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return;
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Node@ tileMapNode = scene_.CreateChild("TileMap");
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tileMapNode.position = Vector3(0.0f, 0.0f, -1.0f);
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TileMap2D@ tileMap = tileMapNode.CreateComponent("TileMap2D");
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tileMap.tmxFile = tmxFile;
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// Set camera's position;
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TileMapInfo2D@ info = tileMap.info;
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float x = info.mapWidth * 0.5f;
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float y = info.mapHeight * 0.5f;
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cameraNode.position = Vector3(x, y, -10.0f);
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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.\n LMB to remove a tile, RMB to swap grass and water.";
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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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// Listen to mouse clicks
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SubscribeToEvent("MouseButtonDown", "HandleMouseButtonDown");
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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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}
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void HandleMouseButtonDown(StringHash eventType, VariantMap& eventData)
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{
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Node@ tileMapNode = scene_.GetChild("TileMap", true);
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TileMap2D@ map = tileMapNode.GetComponent("TileMap2D");
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TileMapLayer2D@ layer = map.GetLayer(0);
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Vector2 pos = GetMousePositionXY();
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int x, y;
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if (map.PositionToTileIndex(x, y, pos))
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{
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// Get tile's sprite. Note that layer.GetTile(x, y).sprite is read-only, so we get the sprite through tile's node
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Node@ n = layer.GetTileNode(x, y);
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if (n is null)
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return;
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StaticSprite2D@ sprite = n.GetComponent("StaticSprite2D");
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if (input.mouseButtonDown[MOUSEB_RIGHT])
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{
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// Swap grass and water
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if (layer.GetTile(x, y).gid < 9) // First 8 sprites in the "isometric_grass_and_water.png" tileset are mostly grass and from 9 to 24 they are mostly water
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sprite.sprite = layer.GetTile(0, 0).sprite; // Replace grass by water sprite used in top tile
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else sprite.sprite = layer.GetTile(24, 24).sprite; // Replace water by grass sprite used in bottom tile
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}
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else sprite.sprite = null; // 'Remove' sprite
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}
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}
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Vector2 GetMousePositionXY()
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{
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Camera@ camera = cameraNode.GetComponent("Camera");
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Vector3 screenPoint = Vector3(float(input.mousePosition.x) / graphics.width, float(input.mousePosition.y) / graphics.height, 10.0f);
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Vector3 worldPoint = camera.ScreenToWorldPoint(screenPoint);
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return Vector2(worldPoint.x, worldPoint.y);
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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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