Urho3D/bin/Data/Scripts/51_Urho2DStretchableSprite.as
2018-01-26 07:56:25 +08:00

230 lines
8.3 KiB
ActionScript

// Urho2D stretchable sprite example.
// This sample demonstrates:
// - Creating a 2D scene with both static and stretchable sprites
// - Difference in scaling static and stretchable sprites
// - Similarity in otherwise transforming static and stretchable sprites
// - Displaying the scene using the Renderer subsystem
// - Handling keyboard to transform nodes
#include "Scripts/Utilities/Sample.as"
Node@ refSpriteNode = null;
Node@ stretchSpriteNode = null;
int selectTransform = 0;
void Start()
{
// Execute the common startup for samples
SampleStart();
// 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;
@refSpriteNode = scene_.CreateChild("regular sprite");
@stretchSpriteNode = scene_.CreateChild("stretchable sprite");
Sprite2D@ sprite = cache.GetResource("Sprite2D", "Urho2D/Stretchable.png");
if (sprite !is null)
{
StaticSprite2D@ staticSprite = refSpriteNode.CreateComponent("StaticSprite2D");
staticSprite.sprite = sprite;
StretchableSprite2D@ stretchSprite = stretchSpriteNode.CreateComponent("StretchableSprite2D");
stretchSprite.sprite = sprite;
stretchSprite.border = IntRect(25, 25, 25, 25);
refSpriteNode.Translate2D(Vector2(-2.0f, 0.0f));
stretchSpriteNode.Translate2D(Vector2(2.0f, 0.0f));
}
}
void CreateInstructions()
{
// Construct new Text object, set string to display and font to use
Text@ instructionText = ui.root.CreateChild("Text");
instructionText.text = "Use WASD keys to transform, Tab key to cycle through\n"
"Scale, Rotate, and Translate transform modes. In Rotate\n"
"mode, combine A/D keys with Ctrl key to rotate about\n"
"the Z axis";
instructionText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 12);
// 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 to Key Up event, to handle individual key presses
SubscribeToEvent("KeyUp", "OnKeyUp");
// Subscribe HandleUpdate() function for processing update events
SubscribeToEvent("Update", "HandleUpdate");
// Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample
UnsubscribeFromEvent("SceneUpdate");
}
void HandleUpdate(StringHash eventType, VariantMap& eventData)
{
// Take the frame time step, which is stored as a float
float timeStep = eventData["TimeStep"].GetFloat();
switch (selectTransform)
{
case 0:
ScaleSprites(timeStep);
break;
case 1:
RotateSprites(timeStep);
break;
case 2:
TranslateSprites(timeStep);
break;
default:
log.Error("Bad transform selection: " + selectTransform);
}
}
void OnKeyUp(StringHash eventType, VariantMap& eventData)
{
int key = eventData["Key"].GetInt();
if(key == KEY_TAB)
{
++selectTransform;
selectTransform %= 3;
}
else if(key == KEY_ESCAPE)
engine.Exit();
}
void TranslateSprites(float timeStep)
{
const float speed = 1.0f;
const bool left = input.keyDown[KEY_A],
right = input.keyDown[KEY_D],
up = input.keyDown[KEY_W],
down = input.keyDown[KEY_S];
if (left || right || up || down)
{
const float quantum = timeStep * speed;
const Vector2 translate = Vector2(
(left ? -quantum : 0.0f) + (right ? quantum : 0.0f),
(down ? -quantum : 0.0f) + (up ? quantum : 0.0f));
refSpriteNode.Translate2D(translate);
stretchSpriteNode.Translate2D(translate);
}
}
void RotateSprites(float timeStep)
{
const float speed = 45.0f;
const bool left = input.keyDown[KEY_A],
right = input.keyDown[KEY_D],
up = input.keyDown[KEY_W],
down = input.keyDown[KEY_S],
ctrl = input.keyDown[KEY_CTRL];
if (left || right || up || down)
{
const float quantum = timeStep * speed;
const float xrot = (up ? -quantum : 0.0f) + (down ? quantum: 0.0f);
const float rot2 = (left ? -quantum: 0.0f) + (right ? quantum : 0.0f);
const Quaternion totalRot = Quaternion(xrot,
ctrl ? 0.0f : rot2,
ctrl ? rot2 : 0.0f);
refSpriteNode.Rotate(totalRot);
stretchSpriteNode.Rotate(totalRot);
}
}
void ScaleSprites(float timeStep)
{
const float speed = 0.5f;
const bool left = input.keyDown[KEY_A],
right = input.keyDown[KEY_D],
up = input.keyDown[KEY_W],
down = input.keyDown[KEY_S];
if (left || right || up || down)
{
const float quantum = timeStep * speed;
const Vector2 scale = Vector2(
1.0f + (right ? quantum : left ? -quantum : 0.0f),
1.0f + (up ? quantum : down ? -quantum : 0.0f));
refSpriteNode.Scale2D(scale);
stretchSpriteNode.Scale2D(scale);
}
}
// Create XML patch instructions for screen joystick layout specific to this sample app
String patchInstructions =
"<patch>"
" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />"
" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">TAB</replace>"
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">"
" <element type=\"Text\">"
" <attribute name=\"Name\" value=\"KeyBinding\" />"
" <attribute name=\"Text\" value=\"TAB\" />"
" </element>"
" </add>"
" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />"
" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">CTRL</replace>"
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">"
" <element type=\"Text\">"
" <attribute name=\"Name\" value=\"KeyBinding\" />"
" <attribute name=\"Text\" value=\"LCTRL\" />"
" </element>"
" </add>"
"</patch>";