467c4bd4e8
- (Web) Removed some of the exit engine logic.
111 lines
3.4 KiB
Lua
111 lines
3.4 KiB
Lua
-- Moving sprites example.
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-- This sample demonstrates:
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-- - Adding Sprite elements to the UI
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-- - Storing custom data (sprite velocity) inside UI elements
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-- - Handling frame update events in which the sprites are moved
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require "LuaScripts/Utilities/Sample"
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local numSprites = 100
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local sprites = {}
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-- Custom variable identifier for storing sprite velocity within the UI element
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local VAR_VELOCITY = StringHash("Velocity")
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function Start()
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-- Execute the common startup for samples
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SampleStart()
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-- Create the sprites to the user interface
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CreateSprites()
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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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end
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function CreateSprites()
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local decalTex = cache:GetResource("Texture2D", "Textures/UrhoDecal.dds")
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local width = graphics.width
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local height = graphics.height
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for i = 1, numSprites do
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-- Create a new sprite, set it to use the texture
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local sprite = Sprite:new()
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sprite.texture = decalTex
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sprite:SetFullImageRect()
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-- The UI root element is as big as the rendering window, set random position within it
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sprite.position = Vector2(Random(width), Random(height))
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-- Set sprite size & hotspot in its center
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sprite:SetSize(128, 128)
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sprite.hotSpot = IntVector2(64, 64)
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-- Set random rotation in degrees and random scale
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sprite.rotation = Random(360.0)
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sprite.scale = Vector2(1.0, 1.0) * (Random(1.0) + 0.5)
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-- Set random color and additive blending mode
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sprite:SetColor(Color(Random(0.5) + 0.5, Random(0.5) + 0.5, Random(0.5) + 0.5, 1.0))
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sprite.blendMode = BLEND_ADD
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-- Add as a child of the root UI element
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ui.root:AddChild(sprite)
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-- Store sprite's velocity as a custom variable
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sprite:SetVar(VAR_VELOCITY, Variant(Vector2(Random(200.0) - 100.0, Random(200.0) - 100.0)))
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table.insert(sprites, sprite)
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end
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end
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function SubscribeToEvents()
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-- Subscribe HandleUpdate() function for processing update events
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SubscribeToEvent("Update", "HandleUpdate")
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end
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function MoveSprites(timeStep)
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local width = graphics.width
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local height = graphics.height
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for i = 1, numSprites do
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local sprite = sprites[i]
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sprite.rotation = sprite.rotation + timeStep * 30
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local newPos = sprite.position
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newPos = newPos + sprite:GetVar(VAR_VELOCITY):GetVector2() * timeStep
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if newPos.x >= width then
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newPos.x = newPos.x - width
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elseif newPos.x < 0 then
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newPos.x = newPos.x + width
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end
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if newPos.y >= height then
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newPos.y = newPos.y - height
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elseif newPos.y < 0 then
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newPos.y = newPos.y + height
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end
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sprite.position = newPos
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end
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end
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function HandleUpdate(eventType, eventData)
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local timeStep = eventData["TimeStep"]:GetFloat()
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MoveSprites(timeStep)
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end
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-- Create XML patch instructions for screen joystick layout specific to this sample app
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function GetScreenJoystickPatchString()
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return
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"<patch>" ..
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" <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">" ..
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" <attribute name=\"Is Visible\" value=\"false\" />" ..
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" </add>" ..
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"</patch>"
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end
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