96cb0d5d1e
Liberates emitter from screen corner.
124 lines
4.7 KiB
ActionScript
124 lines
4.7 KiB
ActionScript
// Urho2D particle example.
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// This sample demonstrates:
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// - Creating a 2D scene with particle
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// - Displaying the scene using the Renderer subsystem
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// - Handling mouse move to move particle
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#include "Scripts/Utilities/Sample.as"
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Node@ particleNode;
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void Start()
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{
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// Execute the common startup for samples
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SampleStart();
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// Set mouse visible
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input.mouseVisible = true;
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// Create the scene content
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CreateScene();
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// Create the UI content
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CreateInstructions();
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// Setup the viewport for displaying the scene
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SetupViewport();
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// Set the mouse mode to use in the sample
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SampleInitMouseMode(MM_FREE);
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// Hook up to the frame update events
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SubscribeToEvents();
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}
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void CreateScene()
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{
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scene_ = Scene();
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// Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
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// show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
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// is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
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// optimizing manner
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scene_.CreateComponent("Octree");
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// Create a scene node for the camera, which we will move around
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// The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
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cameraNode = scene_.CreateChild("Camera");
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// Set an initial position for the camera scene node above the plane
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cameraNode.position = Vector3(0.0f, 0.0f, -10.0f);
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Camera@ camera = cameraNode.CreateComponent("Camera");
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camera.orthographic = true;
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camera.orthoSize = graphics.height * PIXEL_SIZE;
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camera.zoom = 1.2f * Min(graphics.width / 1280.0f, graphics.height / 800.0f); // Set zoom according to user's resolution to ensure full visibility (initial zoom (1.2) is set for full visibility at 1280x800 resolution)
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ParticleEffect2D@ particleEffect = cache.GetResource("ParticleEffect2D", "Urho2D/sun.pex");
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if (particleEffect is null)
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return;
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particleNode = scene_.CreateChild("ParticleEmitter2D");
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ParticleEmitter2D@ particleEmitter = particleNode.CreateComponent("ParticleEmitter2D");
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particleEmitter.effect = particleEffect;
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ParticleEffect2D@ greenSpiralEffect = cache.GetResource("ParticleEffect2D", "Urho2D/greenspiral.pex");
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if (greenSpiralEffect is null)
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return;
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Node@ greenSpiralNode = scene_.CreateChild("GreenSpiral");
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ParticleEmitter2D@ greenSpiralEmitter = greenSpiralNode.CreateComponent("ParticleEmitter2D");
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greenSpiralEmitter.effect = greenSpiralEffect;
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}
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void CreateInstructions()
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{
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// Construct new Text object, set string to display and font to use
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Text@ instructionText = ui.root.CreateChild("Text");
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instructionText.text = "Use mouse to move the particle.";
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instructionText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
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// Position the text relative to the screen center
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instructionText.horizontalAlignment = HA_CENTER;
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instructionText.verticalAlignment = VA_CENTER;
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instructionText.SetPosition(0, ui.root.height / 4);
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}
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void SetupViewport()
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{
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// 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
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// at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
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// use, but now we just use full screen and default render path configured in the engine command line options
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Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
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renderer.viewports[0] = viewport;
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}
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void SubscribeToEvents()
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{
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// Subscribe HandleMouseMove() function for tracking mouse/touch move events
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SubscribeToEvent("MouseMove", "HandleMouseMove");
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if (touchEnabled)
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SubscribeToEvent("TouchMove", "HandleMouseMove");
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// Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample
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UnsubscribeFromEvent("SceneUpdate");
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}
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void HandleMouseMove(StringHash eventType, VariantMap& eventData)
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{
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if (particleNode !is null)
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{
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float x = eventData["X"].GetInt();
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float y = eventData["Y"].GetInt();
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Camera@ camera = cameraNode.GetComponent("Camera");
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particleNode.position = camera.ScreenToWorldPoint(Vector3(x / graphics.width, y / graphics.height, 10.0f));
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}
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}
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// Create XML patch instructions for screen joystick layout specific to this sample app
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String patchInstructions =
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"<patch>" +
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" <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">" +
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" <attribute name=\"Is Visible\" value=\"false\" />" +
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" </add>" +
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"</patch>";
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