Urho3D/Source/Samples/50_Urho2DPlatformer/Urho2DPlatformer.cpp
2021-07-17 16:43:46 +00:00

444 lines
17 KiB
C++

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