Urho3D/bin/Data/Scripts/24_Urho2DSprite.as
2017-04-09 22:17:34 +03:00

217 lines
8.7 KiB
ActionScript

// 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
#include "Scripts/Utilities/Sample.as"
Array<Node@> spriteNodes;
void 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();
}
void 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(0.0f, 0.0f, -10.0f);
Camera@ camera = cameraNode.CreateComponent("Camera");
camera.orthographic = true;
camera.orthoSize = graphics.height * PIXEL_SIZE;
Sprite2D@ sprite = cache.GetResource("Sprite2D", "Urho2D/Aster.png");
if (sprite is null)
return;
uint halfWidth = uint(graphics.width * PIXEL_SIZE * 0.5f);
uint halfHeight = uint(graphics.height * PIXEL_SIZE * 0.5f);
// Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
// quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
// LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
// see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
// same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
// scene.
const uint NUM_SPRITES = 200;
for (uint i = 0; i < NUM_SPRITES; ++i)
{
Node@ spriteNode = scene_.CreateChild("StaticSprite2D");
spriteNode.position = Vector3(Random(-halfWidth, halfWidth), Random(-halfHeight, halfHeight), 0.0f);
StaticSprite2D@ staticSprite = spriteNode.CreateComponent("StaticSprite2D");
// Set color
staticSprite.color = Color(Random(1.0f), Random(1.0f), Random(1.0f), 1.0f);
// Set blend mode
staticSprite.blendMode = BLEND_ALPHA;
// Set sprite
staticSprite.sprite = sprite;
spriteNode.vars["MoveSpeed"] = Vector3(Random(-2.0f, 2.0f), Random(-2.0f, 2.0f), 0.0f);
spriteNode.vars["RotateSpeed"] = Random(-90.0f, 90.0f);
spriteNodes.Push(spriteNode);
}
AnimationSet2D@ animationSet = cache.GetResource("AnimationSet2D", "Urho2D/GoldIcon.scml");
if (animationSet is null)
return;
Node@ spriteNode = scene_.CreateChild("AnimatedSprite2D");
spriteNode.position = Vector3(0.0f, 0.0f, -1.0f);
AnimatedSprite2D@ animatedSprite = spriteNode.CreateComponent("AnimatedSprite2D");
// Set animation
animatedSprite.animationSet = animationSet;
animatedSprite.animation = "idle";
}
void CreateInstructions()
{
// Construct new Text object, set string to display and font to use
Text@ instructionText = ui.root.CreateChild("Text");
instructionText.text = "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);
}
void 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
Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
renderer.viewports[0] = viewport;
}
void MoveCamera(float timeStep)
{
// Do not move if the UI has a focused element (the console)
if (ui.focusElement !is null)
return;
// Movement speed as world units per second
const float MOVE_SPEED = 4.0f;
// Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
if (input.keyDown[KEY_W])
cameraNode.Translate(Vector3::UP * MOVE_SPEED * timeStep);
if (input.keyDown[KEY_S])
cameraNode.Translate(Vector3::DOWN * MOVE_SPEED * timeStep);
if (input.keyDown[KEY_A])
cameraNode.Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
if (input.keyDown[KEY_D])
cameraNode.Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
if (input.keyDown[KEY_PAGEUP])
{
Camera@ camera = cameraNode.GetComponent("Camera");
camera.zoom = camera.zoom * 1.01f;
}
if (input.keyDown[KEY_PAGEDOWN])
{
Camera@ camera = cameraNode.GetComponent("Camera");
camera.zoom = camera.zoom * 0.99f;
}
}
void 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");
}
void HandleUpdate(StringHash eventType, VariantMap& eventData)
{
// Take the frame time step, which is stored as a float
float timeStep = eventData["TimeStep"].GetFloat();
// Move the camera, scale movement with time step
MoveCamera(timeStep);
float halfWidth = graphics.width * 0.5f * PIXEL_SIZE;
float halfHeight = graphics.height * 0.5f * PIXEL_SIZE;
// Go through all sprites
for (uint i = 0; i < spriteNodes.length; ++i)
{
Node@ spriteNode = spriteNodes[i];
Vector3 moveSpeed = spriteNode.vars["MoveSpeed"].GetVector3();
Vector3 newPosition = spriteNode.position + moveSpeed * timeStep;
if (newPosition.x < -halfWidth || newPosition.x > halfWidth)
{
newPosition.x = spriteNode.position.x;
moveSpeed.x = -moveSpeed.x;
spriteNode.vars["MoveSpeed"] = moveSpeed;
}
if (newPosition.y < -halfHeight || newPosition.y > halfHeight)
{
newPosition.y = spriteNode.position.y;
moveSpeed.y = -moveSpeed.y;
spriteNode.vars["MoveSpeed"] = moveSpeed;
}
spriteNode.position = newPosition;
spriteNode.Roll(spriteNode.vars["RotateSpeed"].GetFloat() * timeStep);
}
}
// Create XML patch instructions for screen joystick layout specific to this sample app
String patchInstructions =
"<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>";