444 lines
17 KiB
C++
444 lines
17 KiB
C++
//
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// Copyright (c) 2008-2021 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#include <Urho3D/Audio/Audio.h>
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#include <Urho3D/Urho2D/AnimatedSprite2D.h>
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#include <Urho3D/Urho2D/AnimationSet2D.h>
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#include <Urho3D/UI/Button.h>
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#include <Urho3D/Graphics/Camera.h>
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#include <Urho3D/Urho2D/CollisionBox2D.h>
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#include <Urho3D/Urho2D/CollisionChain2D.h>
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#include <Urho3D/Urho2D/CollisionCircle2D.h>
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#include <Urho3D/Urho2D/CollisionPolygon2D.h>
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#include <Urho3D/Core/CoreEvents.h>
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#include <Urho3D/Graphics/DebugRenderer.h>
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#include <Urho3D/Engine/Engine.h>
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#include <Urho3D/UI/Font.h>
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#include <Urho3D/Graphics/Graphics.h>
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#include <Urho3D/Graphics/GraphicsEvents.h>
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#include <Urho3D/Input/Input.h>
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#include <Urho3D/Graphics/Octree.h>
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#include <Urho3D/Urho2D/PhysicsEvents2D.h>
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#include <Urho3D/Urho2D/PhysicsWorld2D.h>
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#include <Urho3D/Graphics/Renderer.h>
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#include <Urho3D/Resource/ResourceCache.h>
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#include <Urho3D/Urho2D/RigidBody2D.h>
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#include <Urho3D/Scene/Scene.h>
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#include <Urho3D/Scene/SceneEvents.h>
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#include <Urho3D/Core/StringUtils.h>
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#include <Urho3D/UI/Text.h>
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#include <Urho3D/Urho2D/TileMap2D.h>
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#include <Urho3D/Urho2D/TileMapLayer2D.h>
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#include <Urho3D/Urho2D/TmxFile2D.h>
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#include <Urho3D/UI/UI.h>
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#include <Urho3D/UI/UIEvents.h>
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#include <Urho3D/Graphics/Zone.h>
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#include <Urho3D/DebugNew.h>
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#include "Character2D.h"
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#include "Utilities2D/Sample2D.h"
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#include "Utilities2D/Mover.h"
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#include "Urho2DPlatformer.h"
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URHO3D_DEFINE_APPLICATION_MAIN(Urho2DPlatformer)
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Urho2DPlatformer::Urho2DPlatformer(Context* context) :
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Sample(context)
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{
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// Register factory for the Character2D component so it can be created via CreateComponent
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Character2D::RegisterObject(context);
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// Register factory and attributes for the Mover component so it can be created via CreateComponent, and loaded / saved
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Mover::RegisterObject(context);
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}
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void Urho2DPlatformer::Setup()
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{
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Sample::Setup();
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engineParameters_[EP_SOUND] = true;
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}
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void Urho2DPlatformer::Start()
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{
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// Execute base class startup
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Sample::Start();
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sample2D_ = new Sample2D(context_);
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// Set filename for load/save functions
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sample2D_->demoFilename_ = "Platformer2D";
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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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sample2D_->CreateUIContent("PLATFORMER 2D DEMO", character2D_->remainingLifes_, character2D_->remainingCoins_);
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auto* ui = GetSubsystem<UI>();
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Button* playButton = static_cast<Button*>(ui->GetRoot()->GetChild("PlayButton", true));
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SubscribeToEvent(playButton, E_RELEASED, URHO3D_HANDLER(Urho2DPlatformer, HandlePlayButton));
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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 Urho2DPlatformer::CreateScene()
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{
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scene_ = new Scene(context_);
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sample2D_->scene_ = scene_;
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// Create the Octree, DebugRenderer and PhysicsWorld2D components to the scene
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scene_->CreateComponent<Octree>();
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scene_->CreateComponent<DebugRenderer>();
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/*PhysicsWorld2D* physicsWorld =*/ scene_->CreateComponent<PhysicsWorld2D>();
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// Create camera
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cameraNode_ = scene_->CreateChild("Camera");
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auto* camera = cameraNode_->CreateComponent<Camera>();
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camera->SetOrthographic(true);
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auto* graphics = GetSubsystem<Graphics>();
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camera->SetOrthoSize((float)graphics->GetHeight() * PIXEL_SIZE);
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camera->SetZoom(2.0f * Min((float)graphics->GetWidth() / 1280.0f, (float)graphics->GetHeight() / 800.0f)); // Set zoom according to user's resolution to ensure full visibility (initial zoom (2.0) is set for full visibility at 1280x800 resolution)
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// Setup the viewport for displaying the scene
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SharedPtr<Viewport> viewport(new Viewport(context_, scene_, camera));
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auto* renderer = GetSubsystem<Renderer>();
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renderer->SetViewport(0, viewport);
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// Set background color for the scene
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Zone* zone = renderer->GetDefaultZone();
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zone->SetFogColor(Color(0.2f, 0.2f, 0.2f));
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// Create tile map from tmx file
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auto* cache = GetSubsystem<ResourceCache>();
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SharedPtr<Node> tileMapNode(scene_->CreateChild("TileMap"));
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auto* tileMap = tileMapNode->CreateComponent<TileMap2D>();
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tileMap->SetTmxFile(cache->GetResource<TmxFile2D>("Urho2D/Tilesets/Ortho.tmx"));
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const TileMapInfo2D& info = tileMap->GetInfo();
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// Create Spriter Imp character (from sample 33_SpriterAnimation)
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Node* spriteNode = sample2D_->CreateCharacter(info, 0.8f, Vector3(1.0f, 8.0f, 0.0f), 0.2f);
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character2D_ = spriteNode->CreateComponent<Character2D>(); // Create a logic component to handle character behavior
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// Generate physics collision shapes from the tmx file's objects located in "Physics" (top) layer
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TileMapLayer2D* tileMapLayer = tileMap->GetLayer(tileMap->GetNumLayers() - 1);
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sample2D_->CreateCollisionShapesFromTMXObjects(tileMapNode, tileMapLayer, info);
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// Instantiate enemies and moving platforms at each placeholder of "MovingEntities" layer (placeholders are Poly Line objects defining a path from points)
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sample2D_->PopulateMovingEntities(tileMap->GetLayer(tileMap->GetNumLayers() - 2));
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// Instantiate coins to pick at each placeholder of "Coins" layer (placeholders for coins are Rectangle objects)
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TileMapLayer2D* coinsLayer = tileMap->GetLayer(tileMap->GetNumLayers() - 3);
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sample2D_->PopulateCoins(coinsLayer);
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// Init coins counters
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character2D_->remainingCoins_ = coinsLayer->GetNumObjects();
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character2D_->maxCoins_ = coinsLayer->GetNumObjects();
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//Instantiate triggers (for ropes, ladders, lava, slopes...) at each placeholder of "Triggers" layer (placeholders for triggers are Rectangle objects)
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sample2D_->PopulateTriggers(tileMap->GetLayer(tileMap->GetNumLayers() - 4));
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// Create background
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sample2D_->CreateBackgroundSprite(info, 3.5, "Textures/HeightMap.png", true);
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// Check when scene is rendered
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SubscribeToEvent(E_ENDRENDERING, URHO3D_HANDLER(Urho2DPlatformer, HandleSceneRendered));
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}
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void Urho2DPlatformer::HandleSceneRendered(StringHash eventType, VariantMap& eventData)
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{
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UnsubscribeFromEvent(E_ENDRENDERING);
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// Save the scene so we can reload it later
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sample2D_->SaveScene(true);
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// Pause the scene as long as the UI is hiding it
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scene_->SetUpdateEnabled(false);
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}
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void Urho2DPlatformer::SubscribeToEvents()
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{
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// Subscribe HandleUpdate() function for processing update events
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SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(Urho2DPlatformer, HandleUpdate));
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// Subscribe HandlePostUpdate() function for processing post update events
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SubscribeToEvent(E_POSTUPDATE, URHO3D_HANDLER(Urho2DPlatformer, HandlePostUpdate));
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// Subscribe to PostRenderUpdate to draw debug geometry
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SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(Urho2DPlatformer, HandlePostRenderUpdate));
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// Subscribe to Box2D contact listeners
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SubscribeToEvent(E_PHYSICSBEGINCONTACT2D, URHO3D_HANDLER(Urho2DPlatformer, HandleCollisionBegin));
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SubscribeToEvent(E_PHYSICSENDCONTACT2D, URHO3D_HANDLER(Urho2DPlatformer, HandleCollisionEnd));
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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(E_SCENEUPDATE);
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}
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void Urho2DPlatformer::HandleCollisionBegin(StringHash eventType, VariantMap& eventData)
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{
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// Get colliding node
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auto* hitNode = static_cast<Node*>(eventData[PhysicsBeginContact2D::P_NODEA].GetPtr());
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if (hitNode->GetName() == "Imp")
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hitNode = static_cast<Node*>(eventData[PhysicsBeginContact2D::P_NODEB].GetPtr());
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String nodeName = hitNode->GetName();
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Node* character2DNode = scene_->GetChild("Imp", true);
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// Handle ropes and ladders climbing
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if (nodeName == "Climb")
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{
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if (character2D_->isClimbing_) // If transition between rope and top of rope (as we are using split triggers)
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character2D_->climb2_ = true;
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else
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{
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character2D_->isClimbing_ = true;
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auto* body = character2DNode->GetComponent<RigidBody2D>();
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body->SetGravityScale(0.0f); // Override gravity so that the character doesn't fall
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// Clear forces so that the character stops (should be performed by setting linear velocity to zero, but currently doesn't work)
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body->SetLinearVelocity(Vector2(0.0f, 0.0f));
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body->SetAwake(false);
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body->SetAwake(true);
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}
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}
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if (nodeName == "CanJump")
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character2D_->aboveClimbable_ = true;
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// Handle coins picking
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if (nodeName == "Coin")
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{
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hitNode->Remove();
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character2D_->remainingCoins_ -= 1;
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auto* ui = GetSubsystem<UI>();
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if (character2D_->remainingCoins_ == 0)
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{
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Text* instructions = static_cast<Text*>(ui->GetRoot()->GetChild("Instructions", true));
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instructions->SetText("!!! Go to the Exit !!!");
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}
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Text* coinsText = static_cast<Text*>(ui->GetRoot()->GetChild("CoinsText", true));
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coinsText->SetText(String(character2D_->remainingCoins_)); // Update coins UI counter
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sample2D_->PlaySoundEffect("Powerup.wav");
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}
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// Handle interactions with enemies
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if (nodeName == "Enemy" || nodeName == "Orc")
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{
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auto* animatedSprite = character2DNode->GetComponent<AnimatedSprite2D>();
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float deltaX = character2DNode->GetPosition().x_ - hitNode->GetPosition().x_;
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// Orc killed if character is fighting in its direction when the contact occurs (flowers are not destroyable)
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if (nodeName == "Orc" && animatedSprite->GetAnimation() == "attack" && (deltaX < 0 == animatedSprite->GetFlipX()))
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{
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static_cast<Mover*>(hitNode->GetComponent<Mover>())->emitTime_ = 1;
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if (!hitNode->GetChild("Emitter", true))
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{
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hitNode->GetComponent("RigidBody2D")->Remove(); // Remove Orc's body
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sample2D_->SpawnEffect(hitNode);
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sample2D_->PlaySoundEffect("BigExplosion.wav");
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}
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}
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// Player killed if not fighting in the direction of the Orc when the contact occurs, or when colliding with a flower
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else
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{
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if (!character2DNode->GetChild("Emitter", true))
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{
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character2D_->wounded_ = true;
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if (nodeName == "Orc")
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{
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auto* orc = static_cast<Mover*>(hitNode->GetComponent<Mover>());
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orc->fightTimer_ = 1;
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}
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sample2D_->SpawnEffect(character2DNode);
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sample2D_->PlaySoundEffect("BigExplosion.wav");
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}
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}
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}
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// Handle exiting the level when all coins have been gathered
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if (nodeName == "Exit" && character2D_->remainingCoins_ == 0)
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{
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// Update UI
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auto* ui = GetSubsystem<UI>();
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Text* instructions = static_cast<Text*>(ui->GetRoot()->GetChild("Instructions", true));
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instructions->SetText("!!! WELL DONE !!!");
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instructions->SetPosition(IntVector2(0, 0));
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// Put the character outside of the scene and magnify him
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character2DNode->SetPosition(Vector3(-20.0f, 0.0f, 0.0f));
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character2DNode->SetScale(1.5f);
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}
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// Handle falling into lava
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if (nodeName == "Lava")
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{
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auto* body = character2DNode->GetComponent<RigidBody2D>();
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body->ApplyForceToCenter(Vector2(0.0f, 1000.0f), true);
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if (!character2DNode->GetChild("Emitter", true))
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{
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character2D_->wounded_ = true;
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sample2D_->SpawnEffect(character2DNode);
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sample2D_->PlaySoundEffect("BigExplosion.wav");
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}
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}
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// Handle climbing a slope
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if (nodeName == "Slope")
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character2D_->onSlope_ = true;
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}
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void Urho2DPlatformer::HandleCollisionEnd(StringHash eventType, VariantMap& eventData)
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{
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// Get colliding node
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auto* hitNode = static_cast<Node*>(eventData[PhysicsEndContact2D::P_NODEA].GetPtr());
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if (hitNode->GetName() == "Imp")
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hitNode = static_cast<Node*>(eventData[PhysicsEndContact2D::P_NODEB].GetPtr());
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String nodeName = hitNode->GetName();
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Node* character2DNode = scene_->GetChild("Imp", true);
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// Handle leaving a rope or ladder
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if (nodeName == "Climb")
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{
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if (character2D_->climb2_)
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character2D_->climb2_ = false;
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else
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{
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character2D_->isClimbing_ = false;
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auto* body = character2DNode->GetComponent<RigidBody2D>();
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body->SetGravityScale(1.0f); // Restore gravity
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}
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}
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if (nodeName == "CanJump")
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character2D_->aboveClimbable_ = false;
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// Handle leaving a slope
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if (nodeName == "Slope")
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{
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character2D_->onSlope_ = false;
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// Clear forces (should be performed by setting linear velocity to zero, but currently doesn't work)
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auto* body = character2DNode->GetComponent<RigidBody2D>();
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body->SetLinearVelocity(Vector2::ZERO);
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body->SetAwake(false);
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body->SetAwake(true);
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}
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}
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void Urho2DPlatformer::HandleUpdate(StringHash eventType, VariantMap& eventData)
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{
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using namespace Update;
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// Zoom in/out
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if (cameraNode_)
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sample2D_->Zoom(cameraNode_->GetComponent<Camera>());
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auto* input = GetSubsystem<Input>();
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// Toggle debug geometry with 'Z' key
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if (input->GetKeyPress(KEY_Z))
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drawDebug_ = !drawDebug_;
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// Check for loading / saving the scene
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if (input->GetKeyPress(KEY_F5))
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sample2D_->SaveScene(false);
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if (input->GetKeyPress(KEY_F7))
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ReloadScene(false);
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}
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void Urho2DPlatformer::HandlePostUpdate(StringHash eventType, VariantMap& eventData)
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{
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if (!character2D_)
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return;
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Node* character2DNode = character2D_->GetNode();
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cameraNode_->SetPosition(Vector3(character2DNode->GetPosition().x_, character2DNode->GetPosition().y_, -10.0f)); // Camera tracks character
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}
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void Urho2DPlatformer::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
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{
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if (drawDebug_)
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{
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auto* physicsWorld = scene_->GetComponent<PhysicsWorld2D>();
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physicsWorld->DrawDebugGeometry();
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Node* tileMapNode = scene_->GetChild("TileMap", true);
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auto* map = tileMapNode->GetComponent<TileMap2D>();
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map->DrawDebugGeometry(scene_->GetComponent<DebugRenderer>(), false);
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}
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}
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void Urho2DPlatformer::ReloadScene(bool reInit)
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{
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String filename = sample2D_->demoFilename_;
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if (!reInit)
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filename += "InGame";
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File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/" + filename + ".xml", FILE_READ);
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scene_->LoadXML(loadFile);
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// After loading we have to reacquire the weak pointer to the Character2D component, as it has been recreated
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// Simply find the character's scene node by name as there's only one of them
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Node* character2DNode = scene_->GetChild("Imp", true);
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if (character2DNode)
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character2D_ = character2DNode->GetComponent<Character2D>();
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// Set what number to use depending whether reload is requested from 'PLAY' button (reInit=true) or 'F7' key (reInit=false)
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int lifes = character2D_->remainingLifes_;
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int coins = character2D_->remainingCoins_;
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if (reInit)
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{
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lifes = LIFES;
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coins = character2D_->maxCoins_;
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}
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// Update lifes UI
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auto* ui = GetSubsystem<UI>();
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Text* lifeText = static_cast<Text*>(ui->GetRoot()->GetChild("LifeText", true));
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lifeText->SetText(String(lifes));
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// Update coins UI
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Text* coinsText = static_cast<Text*>(ui->GetRoot()->GetChild("CoinsText", true));
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coinsText->SetText(String(coins));
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}
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void Urho2DPlatformer::HandlePlayButton(StringHash eventType, VariantMap& eventData)
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{
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// Remove fullscreen UI and unfreeze the scene
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auto* ui = GetSubsystem<UI>();
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if (static_cast<Text*>(ui->GetRoot()->GetChild("FullUI", true)))
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{
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ui->GetRoot()->GetChild("FullUI", true)->Remove();
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scene_->SetUpdateEnabled(true);
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}
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else
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// Reload scene
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ReloadScene(true);
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// Hide Instructions and Play/Exit buttons
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Text* instructionText = static_cast<Text*>(ui->GetRoot()->GetChild("Instructions", true));
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instructionText->SetText("");
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Button* exitButton = static_cast<Button*>(ui->GetRoot()->GetChild("ExitButton", true));
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exitButton->SetVisible(false);
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Button* playButton = static_cast<Button*>(ui->GetRoot()->GetChild("PlayButton", true));
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playButton->SetVisible(false);
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// Hide mouse cursor
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auto* input = GetSubsystem<Input>();
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input->SetMouseVisible(false);
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}
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