Urho3D/bin/Data/LuaScripts/24_Urho2DSprite.lua
hdunderscore 467c4bd4e8 - Updated sample mouse mode setup.
- (Web) Removed some of the exit engine logic.
2016-03-27 20:01:22 +11:00

207 lines
8.2 KiB
Lua

-- Urho2D sprite example.
-- This sample demonstrates:
-- - Creating a 2D scene with sprite
-- - Displaying the scene using the Renderer subsystem
-- - Handling keyboard to move and zoom 2D camera
-- - Usage of Lua Closure to update scene
require "LuaScripts/Utilities/Sample"
function 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()
end
function 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(0.0, 0.0, -10.0)
local camera = cameraNode:CreateComponent("Camera")
camera.orthographic = true
camera.orthoSize = graphics.height * PIXEL_SIZE
local sprite = cache:GetResource("Sprite2D", "Urho2D/Aster.png")
if sprite == nil then
return
end
local spriteNodes = {}
local NUM_SPRITES = 200
local halfWidth = graphics.width * PIXEL_SIZE * 0.5
local halfHeight = graphics.height * PIXEL_SIZE * 0.5
for i = 1, NUM_SPRITES do
local spriteNode = scene_:CreateChild("StaticSprite2D")
spriteNode.position = Vector3(Random(-halfWidth, halfWidth), Random(-halfHeight, halfHeight), 0.0)
local staticSprite = spriteNode:CreateComponent("StaticSprite2D")
-- Set color
staticSprite.color = Color(Random(1.0), Random(1.0), Random(1.0), 1.0)
-- Set blend mode
staticSprite.blendMode = BLEND_ALPHA
-- Set sprite
staticSprite.sprite = sprite
-- Set move speed
spriteNode.moveSpeed = Vector3(Random(-2.0, 2.0), Random(-2.0, 2.0), 0.0)
-- Set rotate speed
spriteNode.rotateSpeed = Random(-90.0, 90.0)
table.insert(spriteNodes, spriteNode)
end
scene_.Update = function(self, timeStep)
for _, spriteNode in ipairs(spriteNodes) do
local position = spriteNode.position
local moveSpeed = spriteNode.moveSpeed
local newPosition = position + moveSpeed * timeStep
if newPosition.x < -halfWidth or newPosition.x > halfWidth then
newPosition.x = position.x
moveSpeed.x = -moveSpeed.x
end
if newPosition.y < -halfHeight or newPosition.y > halfHeight then
newPosition.y = position.y
moveSpeed.y = -moveSpeed.y
end
spriteNode.position = newPosition
spriteNode:Roll(spriteNode.rotateSpeed * timeStep)
end
end
local animationSet = cache:GetResource("AnimationSet2D", "Urho2D/GoldIcon.scml")
if animationSet == nil then
return
end
local spriteNode = scene_:CreateChild("AnimatedSprite2D")
spriteNode.position = Vector3(0.0, 0.0, -1.0)
local animatedSprite = spriteNode:CreateComponent("AnimatedSprite2D")
-- Set animation
animatedSprite.animationSet = animationSet
animatedSprite.animation = "idle"
end
function CreateInstructions()
-- Construct new Text object, set string to display and font to use
local instructionText = ui.root:CreateChild("Text")
instructionText:SetText("Use WASD keys and mouse to move, Use PageUp PageDown to zoom.")
instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
-- Position the text relative to the screen center
instructionText.horizontalAlignment = HA_CENTER
instructionText.verticalAlignment = VA_CENTER
instructionText:SetPosition(0, ui.root.height / 4)
end
function 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
local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
renderer:SetViewport(0, viewport)
end
function MoveCamera(timeStep)
-- Do not move if the UI has a focused element (the console)
if ui.focusElement ~= nil then
return
end
-- Movement speed as world units per second
local MOVE_SPEED = 4.0
-- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
if input:GetKeyDown(KEY_W) then
cameraNode:Translate(Vector3(0.0, 1.0, 0.0) * MOVE_SPEED * timeStep)
end
if input:GetKeyDown(KEY_S) then
cameraNode:Translate(Vector3(0.0, -1.0, 0.0) * MOVE_SPEED * timeStep)
end
if input:GetKeyDown(KEY_A) then
cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
end
if input:GetKeyDown(KEY_D) then
cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
end
if input:GetKeyDown(KEY_PAGEUP) then
local camera = cameraNode:GetComponent("Camera")
camera.zoom = camera.zoom * 1.01
end
if input:GetKeyDown(KEY_PAGEDOWN) then
local camera = cameraNode:GetComponent("Camera")
camera.zoom = camera.zoom * 0.99
end
end
function SubscribeToEvents()
-- 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")
end
function HandleUpdate(eventType, eventData)
-- Take the frame time step, which is stored as a float
local timeStep = eventData["TimeStep"]:GetFloat()
-- Move the camera, scale movement with time step
MoveCamera(timeStep)
-- Update scene
scene_:Update(timeStep)
end
-- Create XML patch instructions for screen joystick layout specific to this sample app
function GetScreenJoystickPatchString()
return
"<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\">Zoom In</replace>" ..
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" ..
" <element type=\"Text\">" ..
" <attribute name=\"Name\" value=\"KeyBinding\" />" ..
" <attribute name=\"Text\" value=\"PAGEUP\" />" ..
" </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\">Zoom Out</replace>" ..
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">" ..
" <element type=\"Text\">" ..
" <attribute name=\"Name\" value=\"KeyBinding\" />" ..
" <attribute name=\"Text\" value=\"PAGEDOWN\" />" ..
" </element>" ..
" </add>" ..
"</patch>"
end