Urho3D/bin/Data/LuaScripts/51_Urho2DStretchableSprite.lua
2018-02-04 22:58:19 +08:00

200 lines
7.9 KiB
Lua

-- Urho2D stretchable sprite example.
-- This sample demonstrates:
-- - Creating a 2D scene with both static and stretchable sprites
-- - Difference in scaling static and stretchable sprites
-- - Similarity in otherwise transforming static and stretchable sprites
-- - Displaying the scene using the Renderer subsystem
-- - Handling keyboard to transform nodes
require "LuaScripts/Utilities/Sample"
local selectTransform = 0 -- Transform mode tracking index.
local refSpriteNode = nil -- Reference (static) sprite node.
local stretchSpriteNode = nil -- Stretchable sprite node.
function Start()
-- Execute base class startup
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
-- Setup sprites and nodes on the scene
refSpriteNode = scene_:CreateChild("regular sprite")
stretchSpriteNode = scene_:CreateChild("stretch sprite")
local sprite = cache:GetResource("Sprite2D", "Urho2D/Stretchable.png")
if sprite then
local staticSprite = refSpriteNode:CreateComponent("StaticSprite2D")
staticSprite.sprite = sprite
local stretchSprite = stretchSpriteNode:CreateComponent("StretchableSprite2D")
stretchSprite.sprite = sprite
stretchSprite.border = IntRect(25, 25, 25, 25)
refSpriteNode:Translate2D(Vector2(-2, 0))
stretchSpriteNode:Translate2D(Vector2(2, 0))
end
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 SubscribeToEvents()
-- Subscribe HandleUpdate() function for processing update events
SubscribeToEvent("Update", "HandleUpdate")
-- Subscribe HandleUpdate() function for processing update events
SubscribeToEvent("KeyUp", "HandleKeyUp")
-- Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample
UnsubscribeFromEvent("SceneUpdate")
end
function HandleUpdate(eventType, eventData)
local timeStep = eventData["TimeStep"]:GetFloat()
if selectTransform == 0 then
ScaleSprites(timeStep)
elseif selectTransform == 1 then
RotateSprites(timeStep)
elseif selectTransform == 2 then
TranslateSprites(timeStep)
else
log:Write(LOG_ERROR, "bad transform selection " .. selectTransform)
end
end
function HandleKeyUp(eventType, eventData)
local key = eventData["Key"]:GetInt()
if key == KEY_TAB then
selectTransform = (selectTransform + 1) % 3
elseif key == KEY_ESCAPE then
engine:Exit()
end
end
function TranslateSprites(timeStep)
local speed = 1
local left = input:GetKeyDown(KEY_A)
local right = input:GetKeyDown(KEY_D)
local up = input:GetKeyDown(KEY_W)
local down = input:GetKeyDown(KEY_S)
if left or right or up or down then
local quantum = timeStep * speed
local translate = Vector2((left and -quantum or 0) + (right and quantum or 0),
(down and -quantum or 0) + (up and quantum or 0))
refSpriteNode:Translate2D(translate)
stretchSpriteNode:Translate2D(translate)
end
end
function RotateSprites(timeStep)
local speed = 45
local left = input:GetKeyDown(KEY_A)
local right = input:GetKeyDown(KEY_D)
local up = input:GetKeyDown(KEY_W)
local down = input:GetKeyDown(KEY_S)
local ctrl = input:GetKeyDown(KEY_CTRL)
if left or right or up or down then
local quantum = timeStep * speed
local xrot = (up and -quantum or 0) + (down and quantum or 0)
local rot2 = (left and -quantum or 0) + (right and quantum or 0)
local totalRot = Quaternion(xrot, ctrl and 0 or rot2, ctrl and rot2 or 0)
refSpriteNode:Rotate(totalRot)
stretchSpriteNode:Rotate(totalRot)
end
end
function ScaleSprites(timeStep)
local speed = 0.5
local left = input:GetKeyDown(KEY_A)
local right = input:GetKeyDown(KEY_D)
local up = input:GetKeyDown(KEY_W)
local down = input:GetKeyDown(KEY_S)
if left or right or up or down then
local quantum = timeStep * speed
local scale = Vector2(1 + (right and quantum or left and -quantum or 0),
1 + (up and quantum or down and -quantum or 0))
refSpriteNode:Scale2D(scale)
stretchSpriteNode:Scale2D(scale)
end
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\">TAB</replace>" ..
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" ..
" <element type=\"Text\">" ..
" <attribute name=\"Name\" value=\"KeyBinding\" />" ..
" <attribute name=\"Text\" value=\"TAB\" />" ..
" </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\">CTRL</replace>" ..
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">" ..
" <element type=\"Text\">" ..
" <attribute name=\"Name\" value=\"KeyBinding\" />" ..
" <attribute name=\"Text\" value=\"LCTRL\" />" ..
" </element>" ..
" </add>" ..
"</patch>"
end