d368227648
Close #2214.
230 lines
8.3 KiB
ActionScript
230 lines
8.3 KiB
ActionScript
// 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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#include "Scripts/Utilities/Sample.as"
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Node@ refSpriteNode = null;
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Node@ stretchSpriteNode = null;
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int selectTransform = 0;
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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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@refSpriteNode = scene_.CreateChild("regular sprite");
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@stretchSpriteNode = scene_.CreateChild("stretchable sprite");
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Sprite2D@ sprite = cache.GetResource("Sprite2D", "Urho2D/Stretchable.png");
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if (sprite !is null)
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{
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StaticSprite2D@ staticSprite = refSpriteNode.CreateComponent("StaticSprite2D");
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staticSprite.sprite = sprite;
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StretchableSprite2D@ 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(-2.0f, 0.0f));
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stretchSpriteNode.Translate2D(Vector2(2.0f, 0.0f));
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}
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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 to transform, Tab key to cycle through\n"
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"Scale, Rotate, and Translate transform modes. In Rotate\n"
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"mode, combine A/D keys with Ctrl key to rotate about\n"
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"the Z axis";
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instructionText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 12);
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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 SubscribeToEvents()
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{
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// Subscribe to Key Up event, to handle individual key presses
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SubscribeToEvent("KeyUp", "OnKeyUp");
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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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switch (selectTransform)
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{
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case 0:
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ScaleSprites(timeStep);
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break;
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case 1:
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RotateSprites(timeStep);
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break;
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case 2:
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TranslateSprites(timeStep);
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break;
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default:
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log.Error("Bad transform selection: " + selectTransform);
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}
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}
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void OnKeyUp(StringHash eventType, VariantMap& eventData)
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{
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int key = eventData["Key"].GetInt();
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if(key == KEY_TAB)
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{
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++selectTransform;
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selectTransform %= 3;
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}
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else if(key == KEY_ESCAPE)
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engine.Exit();
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}
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void TranslateSprites(float timeStep)
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{
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const float speed = 1.0f;
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const bool left = input.keyDown[KEY_A],
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right = input.keyDown[KEY_D],
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up = input.keyDown[KEY_W],
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down = input.keyDown[KEY_S];
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if (left || right || up || down)
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{
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const float quantum = timeStep * speed;
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const Vector2 translate = Vector2(
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(left ? -quantum : 0.0f) + (right ? quantum : 0.0f),
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(down ? -quantum : 0.0f) + (up ? quantum : 0.0f));
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refSpriteNode.Translate2D(translate);
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stretchSpriteNode.Translate2D(translate);
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}
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}
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void RotateSprites(float timeStep)
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{
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const float speed = 45.0f;
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const bool left = input.keyDown[KEY_A],
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right = input.keyDown[KEY_D],
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up = input.keyDown[KEY_W],
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down = input.keyDown[KEY_S],
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ctrl = input.keyDown[KEY_CTRL];
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if (left || right || up || down)
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{
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const float quantum = timeStep * speed;
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const float xrot = (up ? -quantum : 0.0f) + (down ? quantum: 0.0f);
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const float rot2 = (left ? -quantum: 0.0f) + (right ? quantum : 0.0f);
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const Quaternion totalRot = Quaternion(xrot,
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ctrl ? 0.0f : rot2,
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ctrl ? rot2 : 0.0f);
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refSpriteNode.Rotate(totalRot);
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stretchSpriteNode.Rotate(totalRot);
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}
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}
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void ScaleSprites(float timeStep)
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{
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const float speed = 0.5f;
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const bool left = input.keyDown[KEY_A],
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right = input.keyDown[KEY_D],
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up = input.keyDown[KEY_W],
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down = input.keyDown[KEY_S];
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if (left || right || up || down)
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{
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const float quantum = timeStep * speed;
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const Vector2 scale = Vector2(
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1.0f + (right ? quantum : left ? -quantum : 0.0f),
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1.0f + (up ? quantum : down ? -quantum : 0.0f));
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refSpriteNode.Scale2D(scale);
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stretchSpriteNode.Scale2D(scale);
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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\">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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