Urho3D/Source/Samples/Utilities2D/Sample2D.cpp
2021-07-17 16:43:46 +00:00

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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/Urho2D/AnimatedSprite2D.h>
#include <Urho3D/Urho2D/AnimationSet2D.h>
#include <Urho3D/UI/BorderImage.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/Context.h>
#include <Urho3D/Core/CoreEvents.h>
#include <Urho3D/Engine/Engine.h>
#include <Urho3D/IO/File.h>
#include <Urho3D/IO/FileSystem.h>
#include <Urho3D/UI/Font.h>
#include <Urho3D/Input/Input.h>
#include <Urho3D/Urho2D/ParticleEffect2D.h>
#include <Urho3D/Urho2D/ParticleEmitter2D.h>
#include <Urho3D/Resource/ResourceCache.h>
#include <Urho3D/Urho2D/RigidBody2D.h>
#include <Urho3D/Scene/Scene.h>
#include <Urho3D/Audio/Sound.h>
#include <Urho3D/Audio/SoundSource.h>
#include <Urho3D/Core/StringUtils.h>
#include <Urho3D/UI/Text.h>
#include <Urho3D/Graphics/Texture2D.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/Scene/ValueAnimation.h>
#include <Urho3D/UI/Window.h>
#include "Utilities2D/Mover.h"
#include "Sample2D.h"
Sample2D::Sample2D(Context* context) :
Object(context)
{
}
void Sample2D::CreateCollisionShapesFromTMXObjects(Node* tileMapNode, TileMapLayer2D* tileMapLayer, const TileMapInfo2D& info)
{
// Create rigid body to the root node
auto* body = tileMapNode->CreateComponent<RigidBody2D>();
body->SetBodyType(BT_STATIC);
// Generate physics collision shapes and rigid bodies from the tmx file's objects located in "Physics" layer
for (unsigned i = 0; i < tileMapLayer->GetNumObjects(); ++i)
{
TileMapObject2D* tileMapObject = tileMapLayer->GetObject(i); // Get physics objects
// Create collision shape from tmx object
switch (tileMapObject->GetObjectType())
{
case OT_RECTANGLE:
{
CreateRectangleShape(tileMapNode, tileMapObject, tileMapObject->GetSize(), info);
}
break;
case OT_ELLIPSE:
{
CreateCircleShape(tileMapNode, tileMapObject, tileMapObject->GetSize().x_ / 2, info); // Ellipse is built as a Circle shape as it doesn't exist in Box2D
}
break;
case OT_POLYGON:
{
CreatePolygonShape(tileMapNode, tileMapObject);
}
break;
case OT_POLYLINE:
{
CreatePolyLineShape(tileMapNode, tileMapObject);
}
break;
}
}
}
CollisionBox2D* Sample2D::CreateRectangleShape(Node* node, TileMapObject2D* object, const Vector2& size, const TileMapInfo2D& info)
{
auto* shape = node->CreateComponent<CollisionBox2D>();
shape->SetSize(size);
if (info.orientation_ == O_ORTHOGONAL)
shape->SetCenter(object->GetPosition() + size / 2);
else
{
shape->SetCenter(object->GetPosition() + Vector2(info.tileWidth_ / 2, 0.0f));
shape->SetAngle(45.0f); // If our tile map is isometric then shape is losange
}
shape->SetFriction(0.8f);
if (object->HasProperty("Friction"))
shape->SetFriction(ToFloat(object->GetProperty("Friction")));
return shape;
}
CollisionCircle2D* Sample2D::CreateCircleShape(Node* node, TileMapObject2D* object, float radius, const TileMapInfo2D& info)
{
auto* shape = node->CreateComponent<CollisionCircle2D>();
Vector2 size = object->GetSize();
if (info.orientation_ == O_ORTHOGONAL)
shape->SetCenter(object->GetPosition() + size / 2);
else
{
shape->SetCenter(object->GetPosition() + Vector2(info.tileWidth_ / 2, 0.0f));
}
shape->SetRadius(radius);
shape->SetFriction(0.8f);
if (object->HasProperty("Friction"))
shape->SetFriction(ToFloat(object->GetProperty("Friction")));
return shape;
}
CollisionPolygon2D* Sample2D::CreatePolygonShape(Node* node, TileMapObject2D* object)
{
auto* shape = node->CreateComponent<CollisionPolygon2D>();
int numVertices = object->GetNumPoints();
shape->SetVertexCount(numVertices);
for (int i = 0; i < numVertices; ++i)
shape->SetVertex(i, object->GetPoint(i));
shape->SetFriction(0.8f);
if (object->HasProperty("Friction"))
shape->SetFriction(ToFloat(object->GetProperty("Friction")));
return shape;
}
CollisionChain2D* Sample2D::CreatePolyLineShape(Node* node, TileMapObject2D* object)
{
auto* shape = node->CreateComponent<CollisionChain2D>();
int numVertices = object->GetNumPoints();
shape->SetVertexCount(numVertices);
for (int i = 0; i < numVertices; ++i)
shape->SetVertex(i, object->GetPoint(i));
shape->SetFriction(0.8f);
if (object->HasProperty("Friction"))
shape->SetFriction(ToFloat(object->GetProperty("Friction")));
return shape;
}
Node* Sample2D::CreateCharacter(const TileMapInfo2D& info, float friction, const Vector3& position, float scale)
{
auto* cache = GetSubsystem<ResourceCache>();
Node* spriteNode = scene_->CreateChild("Imp");
spriteNode->SetPosition(position);
spriteNode->SetScale(scale);
auto* animatedSprite = spriteNode->CreateComponent<AnimatedSprite2D>();
// Get scml file and Play "idle" anim
auto* animationSet = cache->GetResource<AnimationSet2D>("Urho2D/imp/imp.scml");
animatedSprite->SetAnimationSet(animationSet);
animatedSprite->SetAnimation("idle");
animatedSprite->SetLayer(3); // Put character over tile map (which is on layer 0) and over Orcs (which are on layer 2)
auto* impBody = spriteNode->CreateComponent<RigidBody2D>();
impBody->SetBodyType(BT_DYNAMIC);
impBody->SetAllowSleep(false);
auto* shape = spriteNode->CreateComponent<CollisionCircle2D>();
shape->SetRadius(1.1f); // Set shape size
shape->SetFriction(friction); // Set friction
shape->SetRestitution(0.1f); // Bounce
return spriteNode;
}
Node* Sample2D::CreateTrigger()
{
Node* node = scene_->CreateChild(); // Clones will be renamed according to object type
auto* body = node->CreateComponent<RigidBody2D>();
body->SetBodyType(BT_STATIC);
auto* shape = node->CreateComponent<CollisionBox2D>(); // Create box shape
shape->SetTrigger(true);
return node;
}
Node* Sample2D::CreateEnemy()
{
auto* cache = GetSubsystem<ResourceCache>();
Node* node = scene_->CreateChild("Enemy");
auto* staticSprite = node->CreateComponent<StaticSprite2D>();
staticSprite->SetSprite(cache->GetResource<Sprite2D>("Urho2D/Aster.png"));
auto* body = node->CreateComponent<RigidBody2D>();
body->SetBodyType(BT_STATIC);
auto* shape = node->CreateComponent<CollisionCircle2D>(); // Create circle shape
shape->SetRadius(0.25f); // Set radius
return node;
}
Node* Sample2D::CreateOrc()
{
auto* cache = GetSubsystem<ResourceCache>();
Node* node = scene_->CreateChild("Orc");
node->SetScale(scene_->GetChild("Imp", true)->GetScale());
auto* animatedSprite = node->CreateComponent<AnimatedSprite2D>();
auto* animationSet = cache->GetResource<AnimationSet2D>("Urho2D/Orc/Orc.scml");
animatedSprite->SetAnimationSet(animationSet);
animatedSprite->SetAnimation("run"); // Get scml file and Play "run" anim
animatedSprite->SetLayer(2); // Make orc always visible
auto* body = node->CreateComponent<RigidBody2D>();
auto* shape = node->CreateComponent<CollisionCircle2D>();
shape->SetRadius(1.3f); // Set shape size
shape->SetTrigger(true);
return node;
}
Node* Sample2D::CreateCoin()
{
auto* cache = GetSubsystem<ResourceCache>();
Node* node = scene_->CreateChild("Coin");
node->SetScale(0.5);
auto* animatedSprite = node->CreateComponent<AnimatedSprite2D>();
auto* animationSet = cache->GetResource<AnimationSet2D>("Urho2D/GoldIcon.scml");
animatedSprite->SetAnimationSet(animationSet); // Get scml file and Play "idle" anim
animatedSprite->SetAnimation("idle");
animatedSprite->SetLayer(4);
auto* body = node->CreateComponent<RigidBody2D>();
body->SetBodyType(BT_STATIC);
auto* shape = node->CreateComponent<CollisionCircle2D>(); // Create circle shape
shape->SetRadius(0.32f); // Set radius
shape->SetTrigger(true);
return node;
}
Node* Sample2D::CreateMovingPlatform()
{
auto* cache = GetSubsystem<ResourceCache>();
Node* node = scene_->CreateChild("MovingPlatform");
node->SetScale(Vector3(3.0f, 1.0f, 0.0f));
auto* staticSprite = node->CreateComponent<StaticSprite2D>();
staticSprite->SetSprite(cache->GetResource<Sprite2D>("Urho2D/Box.png"));
auto* body = node->CreateComponent<RigidBody2D>();
body->SetBodyType(BT_STATIC);
auto* shape = node->CreateComponent<CollisionBox2D>(); // Create box shape
shape->SetSize(Vector2(0.32f, 0.32f)); // Set box size
shape->SetFriction(0.8f); // Set friction
return node;
}
void Sample2D::PopulateMovingEntities(TileMapLayer2D* movingEntitiesLayer)
{
// Create enemy (will be cloned at each placeholder)
Node* enemyNode = CreateEnemy();
Node* orcNode = CreateOrc();
Node* platformNode = CreateMovingPlatform();
// Instantiate enemies and moving platforms at each placeholder (placeholders are Poly Line objects defining a path from points)
for (unsigned i=0; i < movingEntitiesLayer->GetNumObjects(); ++i)
{
// Get placeholder object
TileMapObject2D* movingObject = movingEntitiesLayer->GetObject(i); // Get placeholder object
if (movingObject->GetObjectType() == OT_POLYLINE)
{
// Clone the enemy and position it at placeholder point
Node* movingClone;
Vector2 offset = Vector2(0.0f, 0.0f);
if (movingObject->GetType() == "Enemy")
{
movingClone = enemyNode->Clone();
offset = Vector2(0.0f, -0.32f);
}
else if (movingObject->GetType() == "Orc")
movingClone = orcNode->Clone();
else if (movingObject->GetType() == "MovingPlatform")
movingClone = platformNode->Clone();
else
continue;
movingClone->SetPosition2D(movingObject->GetPoint(0) + offset);
// Create script object that handles entity translation along its path
auto* mover = movingClone->CreateComponent<Mover>();
// Set path from points
PODVector<Vector2> path = CreatePathFromPoints(movingObject, offset);
mover->path_ = path;
// Override default speed
if (movingObject->HasProperty("Speed"))
mover->speed_ = ToFloat(movingObject->GetProperty("Speed"));
}
}
// Remove nodes used for cloning purpose
enemyNode->Remove();
orcNode->Remove();
platformNode->Remove();
}
void Sample2D::PopulateCoins(TileMapLayer2D* coinsLayer)
{
// Create coin (will be cloned at each placeholder)
Node* coinNode = CreateCoin();
// Instantiate coins to pick at each placeholder
for (unsigned i=0; i < coinsLayer->GetNumObjects(); ++i)
{
TileMapObject2D* coinObject = coinsLayer->GetObject(i); // Get placeholder object
Node* coinClone = coinNode->Clone();
coinClone->SetPosition2D(coinObject->GetPosition() + coinObject->GetSize() / 2 + Vector2(0.0f, 0.16f));
}
// Remove node used for cloning purpose
coinNode->Remove();
}
void Sample2D::PopulateTriggers(TileMapLayer2D* triggersLayer)
{
// Create trigger node (will be cloned at each placeholder)
Node* triggerNode = CreateTrigger();
// Instantiate triggers at each placeholder (Rectangle objects)
for (unsigned i=0; i < triggersLayer->GetNumObjects(); ++i)
{
TileMapObject2D* triggerObject = triggersLayer->GetObject(i); // Get placeholder object
if (triggerObject->GetObjectType() == OT_RECTANGLE)
{
Node* triggerClone = triggerNode->Clone();
triggerClone->SetName(triggerObject->GetType());
auto* shape = triggerClone->GetComponent<CollisionBox2D>();
shape->SetSize(triggerObject->GetSize());
triggerClone->SetPosition2D(triggerObject->GetPosition() + triggerObject->GetSize() / 2);
}
}
}
float Sample2D::Zoom(Camera* camera)
{
auto* input = GetSubsystem<Input>();
float zoom_ = camera->GetZoom();
if (input->GetMouseMoveWheel() != 0)
{
zoom_ = Clamp(zoom_ + input->GetMouseMoveWheel() * 0.1f, CAMERA_MIN_DIST, CAMERA_MAX_DIST);
camera->SetZoom(zoom_);
}
if (input->GetKeyDown(KEY_PAGEUP))
{
zoom_ = Clamp(zoom_ * 1.01f, CAMERA_MIN_DIST, CAMERA_MAX_DIST);
camera->SetZoom(zoom_);
}
if (input->GetKeyDown(KEY_PAGEDOWN))
{
zoom_ = Clamp(zoom_ * 0.99f, CAMERA_MIN_DIST, CAMERA_MAX_DIST);
camera->SetZoom(zoom_);
}
return zoom_;
}
PODVector<Vector2> Sample2D::CreatePathFromPoints(TileMapObject2D* object, const Vector2& offset)
{
PODVector<Vector2> path;
for (unsigned i=0; i < object->GetNumPoints(); ++i)
path.Push(object->GetPoint(i) + offset);
return path;
}
void Sample2D::CreateUIContent(const String& demoTitle, int remainingLifes, int remainingCoins)
{
auto* cache = GetSubsystem<ResourceCache>();
auto* ui = GetSubsystem<UI>();
// Set the default UI style and font
ui->GetRoot()->SetDefaultStyle(cache->GetResource<XMLFile>("UI/DefaultStyle.xml"));
auto* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
// We create in-game UIs (coins and lifes) first so that they are hidden by the fullscreen UI (we could also temporary hide them using SetVisible)
// Create the UI for displaying the remaining coins
auto* coinsUI = ui->GetRoot()->CreateChild<BorderImage>("Coins");
coinsUI->SetTexture(cache->GetResource<Texture2D>("Urho2D/GoldIcon.png"));
coinsUI->SetSize(50, 50);
coinsUI->SetImageRect(IntRect(0, 64, 60, 128));
coinsUI->SetAlignment(HA_LEFT, VA_TOP);
coinsUI->SetPosition(5, 5);
auto* coinsText = coinsUI->CreateChild<Text>("CoinsText");
coinsText->SetAlignment(HA_CENTER, VA_CENTER);
coinsText->SetFont(font, 24);
coinsText->SetTextEffect(TE_SHADOW);
coinsText->SetText(String(remainingCoins));
// Create the UI for displaying the remaining lifes
auto* lifeUI = ui->GetRoot()->CreateChild<BorderImage>("Life");
lifeUI->SetTexture(cache->GetResource<Texture2D>("Urho2D/imp/imp_all.png"));
lifeUI->SetSize(70, 80);
lifeUI->SetAlignment(HA_RIGHT, VA_TOP);
lifeUI->SetPosition(-5, 5);
auto* lifeText = lifeUI->CreateChild<Text>("LifeText");
lifeText->SetAlignment(HA_CENTER, VA_CENTER);
lifeText->SetFont(font, 24);
lifeText->SetTextEffect(TE_SHADOW);
lifeText->SetText(String(remainingLifes));
// Create the fullscreen UI for start/end
auto* fullUI = ui->GetRoot()->CreateChild<Window>("FullUI");
fullUI->SetStyleAuto();
fullUI->SetSize(ui->GetRoot()->GetWidth(), ui->GetRoot()->GetHeight());
fullUI->SetEnabled(false); // Do not react to input, only the 'Exit' and 'Play' buttons will
// Create the title
auto* title = fullUI->CreateChild<BorderImage>("Title");
title->SetMinSize(fullUI->GetWidth(), 50);
title->SetTexture(cache->GetResource<Texture2D>("Textures/HeightMap.png"));
title->SetFullImageRect();
title->SetAlignment(HA_CENTER, VA_TOP);
auto* titleText = title->CreateChild<Text>("TitleText");
titleText->SetAlignment(HA_CENTER, VA_CENTER);
titleText->SetFont(font, 24);
titleText->SetText(demoTitle);
// Create the image
auto* spriteUI = fullUI->CreateChild<BorderImage>("Sprite");
spriteUI->SetTexture(cache->GetResource<Texture2D>("Urho2D/imp/imp_all.png"));
spriteUI->SetSize(238, 271);
spriteUI->SetAlignment(HA_CENTER, VA_CENTER);
spriteUI->SetPosition(0, - ui->GetRoot()->GetHeight() / 4);
// Create the 'EXIT' button
auto* exitButton = ui->GetRoot()->CreateChild<Button>("ExitButton");
exitButton->SetStyleAuto();
exitButton->SetFocusMode(FM_RESETFOCUS);
exitButton->SetSize(100, 50);
exitButton->SetAlignment(HA_CENTER, VA_CENTER);
exitButton->SetPosition(-100, 0);
auto* exitText = exitButton->CreateChild<Text>("ExitText");
exitText->SetAlignment(HA_CENTER, VA_CENTER);
exitText->SetFont(font, 24);
exitText->SetText("EXIT");
SubscribeToEvent(exitButton, E_RELEASED, URHO3D_HANDLER(Sample2D, HandleExitButton));
// Create the 'PLAY' button
auto* playButton = ui->GetRoot()->CreateChild<Button>("PlayButton");
playButton->SetStyleAuto();
playButton->SetFocusMode(FM_RESETFOCUS);
playButton->SetSize(100, 50);
playButton->SetAlignment(HA_CENTER, VA_CENTER);
playButton->SetPosition(100, 0);
auto* playText = playButton->CreateChild<Text>("PlayText");
playText->SetAlignment(HA_CENTER, VA_CENTER);
playText->SetFont(font, 24);
playText->SetText("PLAY");
// SubscribeToEvent(playButton, E_RELEASED, HANDLER(Urho2DPlatformer, HandlePlayButton));
// Create the instructions
auto* instructionText = ui->GetRoot()->CreateChild<Text>("Instructions");
instructionText->SetText("Use WASD keys or Arrows to move\nPageUp/PageDown/MouseWheel to zoom\nF5/F7 to save/reload scene\n'Z' to toggle debug geometry\nSpace to fight");
instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
instructionText->SetTextAlignment(HA_CENTER); // Center rows in relation to each other
instructionText->SetAlignment(HA_CENTER, VA_CENTER);
instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
// Show mouse cursor
auto* input = GetSubsystem<Input>();
input->SetMouseVisible(true);
}
void Sample2D::HandleExitButton(StringHash eventType, VariantMap& eventData)
{
auto* engine = GetSubsystem<Engine>();
engine->Exit();
}
void Sample2D::SaveScene(bool initial)
{
String filename = demoFilename_;
if (!initial)
filename += "InGame";
File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/" + filename + ".xml", FILE_WRITE);
scene_->SaveXML(saveFile);
}
void Sample2D::CreateBackgroundSprite(const TileMapInfo2D& info, float scale, const String& texture, bool animate)
{
auto* cache = GetSubsystem<ResourceCache>();
Node* node = scene_->CreateChild("Background");
node->SetPosition(Vector3(info.GetMapWidth(), info.GetMapHeight(), 0) / 2);
node->SetScale(scale);
auto* sprite = node->CreateComponent<StaticSprite2D>();
sprite->SetSprite(cache->GetResource<Sprite2D>(texture));
SetRandomSeed(Time::GetSystemTime()); // Randomize from system clock
sprite->SetColor(Color(Random(0.0f, 1.0f), Random(0.0f, 1.0f), Random(0.0f, 1.0f), 1.0f));
sprite->SetLayer(-99);
// Create rotation animation
if (animate)
{
SharedPtr<ValueAnimation> animation(new ValueAnimation(context_));
animation->SetKeyFrame(0, Variant(Quaternion(0.0f, 0.0f, 0.0f)));
animation->SetKeyFrame(1, Variant(Quaternion(0.0f, 0.0f, 180.0f)));
animation->SetKeyFrame(2, Variant(Quaternion(0.0f, 0.0f, 0.0f)));
node->SetAttributeAnimation("Rotation", animation, WM_LOOP, 0.05f);
}
}
void Sample2D::SpawnEffect(Node* node)
{
auto* cache = GetSubsystem<ResourceCache>();
Node* particleNode = node->CreateChild("Emitter");
particleNode->SetScale(0.5f / node->GetScale().x_);
auto* particleEmitter = particleNode->CreateComponent<ParticleEmitter2D>();
particleEmitter->SetLayer(2);
particleEmitter->SetEffect(cache->GetResource<ParticleEffect2D>("Urho2D/sun.pex"));
}
void Sample2D::PlaySoundEffect(const String& soundName)
{
auto* cache = GetSubsystem<ResourceCache>();
auto* source = scene_->CreateComponent<SoundSource>();
auto* sound = cache->GetResource<Sound>("Sounds/" + soundName);
if (sound != nullptr) {
source->SetAutoRemoveMode(REMOVE_COMPONENT);
source->Play(sound);
}
}