Urho3D/bin/Data/LuaScripts/36_Urho2DTileMap.lua

200 lines
8.2 KiB
Lua

-- Urho2D tile map example.
-- This sample demonstrates:
-- - Creating a 2D scene with tile map
-- - Displaying the scene using the Renderer subsystem
-- - Handling keyboard to move and zoom 2D camera
-- - Interacting with the tile map
require "LuaScripts/Utilities/Sample"
function Start()
-- Execute the common startup for samples
SampleStart()
-- Enable OS cursor
input.mouseVisible = true
-- 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
camera.zoom = 1.0 * Min(graphics.width / 1280, graphics.height / 800) -- Set zoom according to user's resolution to ensure full visibility (initial zoom (1.0) is set for full visibility at 1280x800 resolution)
-- Get tmx file
local tmxFile = cache:GetResource("TmxFile2D", "Urho2D/isometric_grass_and_water.tmx")
if tmxFile == nil then
return
end
local tileMapNode = scene_:CreateChild("TileMap")
tileMapNode.position = Vector3(0.0, 0.0, -1.0)
local tileMap = tileMapNode:CreateComponent("TileMap2D")
tileMap.tmxFile = tmxFile
-- Set camera's position
local info = tileMap.info
local x = info.mapWidth * 0.5
local y = info.mapHeight * 0.5
cameraNode.position = Vector3(x, y, -10.0)
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.\n LMB to remove a tile, RMB to swap grass and water.")
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")
-- Listen to mouse clicks
SubscribeToEvent("MouseButtonDown", "HandleMouseButtonDown")
-- 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)
end
function HandleMouseButtonDown(eventType, eventData)
local tileMapNode = scene_:GetChild("TileMap", true)
local map = tileMapNode:GetComponent("TileMap2D")
local layer = map:GetLayer(0)
success, x, y = map:PositionToTileIndex(GetMousePositionXY())
if success then
-- Get tile's sprite. Note that layer.GetTile(x, y).sprite is read-only, so we get the sprite through tile's node
local n = layer:GetTileNode(x, y)
if n == nil then
return
end
local sprite = n:GetComponent("StaticSprite2D")
if input:GetMouseButtonDown(MOUSEB_RIGHT) then
-- Swap grass and water
if layer:GetTile(x, y).gid < 9 then -- First 8 sprites in the "isometric_grass_and_water.png" tileset are mostly grass and from 9 to 24 they are mostly water
sprite.sprite = layer:GetTile(0, 0).sprite -- Replace grass by water sprite used in top tile
else
sprite.sprite = layer:GetTile(24, 24).sprite -- Replace water by grass sprite used in bottom tile
end
else
sprite.sprite = nil -- 'Remove' sprite
end
end
end
function GetMousePositionXY()
local camera = cameraNode:GetComponent("Camera")
local screenPoint = Vector3(input.mousePosition.x / graphics.width, input.mousePosition.y / graphics.height, 10)
local worldPoint = camera:ScreenToWorldPoint(screenPoint)
return Vector2(worldPoint.x, worldPoint.y)
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