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

120 lines
3.7 KiB
ActionScript

// Moving sprites example.
// This sample demonstrates:
// - Adding Sprite elements to the UI
// - Storing custom data (sprite velocity) inside UI elements
// - Handling frame update events in which the sprites are moved
#include "Scripts/Utilities/Sample.as"
// Number of sprites to draw
const uint NUM_SPRITES = 100;
Array<Sprite@> sprites;
void Start()
{
// Execute the common startup for samples
SampleStart();
// Create the sprites to the user interface
CreateSprites();
// Hook up to the frame update events
SubscribeToEvents();
// Set the mouse mode to use in the sample
SampleInitMouseMode(MM_FREE);
}
void CreateSprites()
{
// Get rendering window size as floats
float width = graphics.width;
float height = graphics.height;
// Get the Urho3D fish texture
Texture2D@ decalTex = cache.GetResource("Texture2D", "Textures/UrhoDecal.dds");
for (uint i = 0; i < NUM_SPRITES; ++i)
{
// Create a new sprite, set it to use the texture
Sprite@ sprite = Sprite();
sprite.texture = decalTex;
// The UI root element is as big as the rendering window, set random position within it
sprite.position = Vector2(Random() * width, Random() * height);
// Set sprite size & hotspot in its center
sprite.size = IntVector2(128, 128);
sprite.hotSpot = IntVector2(64, 64);
// Set random rotation in degrees and random scale
sprite.rotation = Random() * 360.0f;
sprite.SetScale(Random(1.0f) + 0.5f);
// Set random color and additive blending mode
sprite.color = Color(Random(0.5f) + 0.5f, Random(0.5f) + 0.5f, Random(0.5f) + 0.5f);
sprite.blendMode = BLEND_ADD;
// Add as a child of the root UI element
ui.root.AddChild(sprite);
// Store sprite's velocity as a custom variable
sprite.vars["Velocity"] = Vector2(Random(200.0f) - 100.0f, Random(200.0f) - 100.0f);
// Store sprites to our own container for easy movement update iteration
sprites.Push(sprite);
}
}
void MoveSprites(float timeStep)
{
float width = graphics.width;
float height = graphics.height;
// Go through all sprites
for (uint i = 0; i < sprites.length; ++i)
{
Sprite@ sprite = sprites[i];
// Rotate
float newRot = sprite.rotation + timeStep * 30.0f;
sprite.rotation = newRot;
// Move, wrap around rendering window edges
Vector2 newPos = sprite.position + sprite.vars["Velocity"].GetVector2() * timeStep;
if (newPos.x < 0.0f)
newPos.x += width;
if (newPos.x >= width)
newPos.x -= width;
if (newPos.y < 0.0f)
newPos.y += height;
if (newPos.y >= height)
newPos.y -= height;
sprite.position = newPos;
}
}
void SubscribeToEvents()
{
// Subscribe HandleUpdate() function for processing update events
SubscribeToEvent("Update", "HandleUpdate");
}
void HandleUpdate(StringHash eventType, VariantMap& eventData)
{
// Take the frame time step, which is stored as a float
float timeStep = eventData["TimeStep"].GetFloat();
// Move sprites, scale movement with time step
MoveSprites(timeStep);
}
// Create XML patch instructions for screen joystick layout specific to this sample app
String patchInstructions =
"<patch>" +
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">" +
" <attribute name=\"Is Visible\" value=\"false\" />" +
" </add>" +
"</patch>";