Urho3D/bin/Data/Scripts/36_Urho2DTileMap.as

207 lines
8.2 KiB
ActionScript

// 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
#include "Scripts/Utilities/Sample.as"
void 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();
}
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;
camera.zoom = 1.0f * Min(graphics.width / 1280.0f, graphics.height / 800.0f); // 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
TmxFile2D@ tmxFile = cache.GetResource("TmxFile2D", "Urho2D/isometric_grass_and_water.tmx");
if (tmxFile is null)
return;
Node@ tileMapNode = scene_.CreateChild("TileMap");
tileMapNode.position = Vector3(0.0f, 0.0f, -1.0f);
TileMap2D@ tileMap = tileMapNode.CreateComponent("TileMap2D");
tileMap.tmxFile = tmxFile;
// Set camera's position;
const TileMapInfo2D@ info = tileMap.info;
float x = info.mapWidth * 0.5f;
float y = info.mapHeight * 0.5f;
cameraNode.position = Vector3(x, y, -10.0f);
}
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.\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);
}
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");
// 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");
}
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);
}
void HandleMouseButtonDown(StringHash eventType, VariantMap& eventData)
{
Node@ tileMapNode = scene_.GetChild("TileMap", true);
TileMap2D@ map = tileMapNode.GetComponent("TileMap2D");
TileMapLayer2D@ layer = map.GetLayer(0);
Vector2 pos = GetMousePositionXY();
int x, y;
if (map.PositionToTileIndex(x, y, pos))
{
// Get tile's sprite. Note that layer.GetTile(x, y).sprite is read-only, so we get the sprite through tile's node
Node@ n = layer.GetTileNode(x, y);
if (n is null)
return;
StaticSprite2D@ sprite = n.GetComponent("StaticSprite2D");
if (input.mouseButtonDown[MOUSEB_RIGHT])
{
// Swap grass and water
if (layer.GetTile(x, y).gid < 9) // 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
}
else
{
sprite.sprite = null; // 'Remove' sprite
}
}
}
Vector2 GetMousePositionXY()
{
Camera@ camera = cameraNode.GetComponent("Camera");
Vector3 screenPoint = Vector3(float(input.mousePosition.x) / graphics.width, float(input.mousePosition.y) / graphics.height, 10.0f);
Vector3 worldPoint = camera.ScreenToWorldPoint(screenPoint);
return Vector2(worldPoint.x, worldPoint.y);
}
// 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>";