// // Copyright (c) 2008-2016 the Urho3D project. // Copyright (c) 2014-2016, THUNDERBEAST GAMES LLC All rights reserved // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "2DSprite.h" #include // Number of static sprites to draw static const unsigned NUM_SPRITES = 200; static const StringHash VAR_MOVESPEED("MoveSpeed"); static const StringHash VAR_ROTATESPEED("RotateSpeed"); Atomic2DSprite::Atomic2DSprite(Context* context) : Sample(context) { } void Atomic2DSprite::Start() { // Execute base class startup Sample::Start(); // Create the scene content CreateScene(); // Create the UI content CreateInstructions(); // Setup the viewport for displaying the scene SetupViewport(); // Hook up to the frame update events SubscribeToEvents(); // Set the mouse mode to use in the sample Sample::InitMouseMode(MM_FREE); } void Atomic2DSprite::CreateScene() { scene_ = new Scene(context_); scene_->CreateComponent(); // Create camera node cameraNode_ = scene_->CreateChild("Camera"); // Set camera's position cameraNode_->SetPosition(Vector3(0.0f, 0.0f, -10.0f)); Camera* camera = cameraNode_->CreateComponent(); camera->SetOrthographic(true); Graphics* graphics = GetSubsystem(); camera->SetOrthoSize((float)graphics->GetHeight() * PIXEL_SIZE); ResourceCache* cache = GetSubsystem(); // Get sprite Sprite2D* sprite = cache->GetResource("Urho2D/Aster.png"); if (!sprite) return; float halfWidth = graphics->GetWidth() * 0.5f * PIXEL_SIZE; float halfHeight = graphics->GetHeight() * 0.5f * PIXEL_SIZE; for (unsigned i = 0; i < NUM_SPRITES; ++i) { SharedPtr spriteNode(scene_->CreateChild("StaticSprite2D")); spriteNode->SetPosition(Vector3(Random(-halfWidth, halfWidth), Random(-halfHeight, halfHeight), 0.0f)); StaticSprite2D* staticSprite = spriteNode->CreateComponent(); // Set random color staticSprite->SetColor(Color(Random(1.0f), Random(1.0f), Random(1.0f), 1.0f)); // Set blend mode staticSprite->SetBlendMode(BLEND_ALPHA); // Set sprite staticSprite->SetSprite(sprite); // Set move speed spriteNode->SetVar(VAR_MOVESPEED, Vector3(Random(-2.0f, 2.0f), Random(-2.0f, 2.0f), 0.0f)); // Set rotate speed spriteNode->SetVar(VAR_ROTATESPEED, Random(-90.0f, 90.0f)); // Add to sprite node vector spriteNodes_.Push(spriteNode); } // Get animation set AnimationSet2D* animationSet = cache->GetResource("Urho2D/GoldIcon.scml"); if (!animationSet) return; SharedPtr spriteNode(scene_->CreateChild("AnimatedSprite2D")); spriteNode->SetPosition(Vector3(0.0f, 0.0f, -1.0f)); AnimatedSprite2D* animatedSprite = spriteNode->CreateComponent(); // Set animation animatedSprite->SetAnimationSet(animationSet); animatedSprite->SetAnimation("idle"); } void Atomic2DSprite::CreateInstructions() { SimpleCreateInstructions( "Use WASD keys to move, use PageUp PageDown keys to zoom." ); } void Atomic2DSprite::SetupViewport() { Renderer* renderer = GetSubsystem(); // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen SharedPtr viewport(new Viewport(context_, scene_, cameraNode_->GetComponent())); renderer->SetViewport(0, viewport); } void Atomic2DSprite::MoveCamera(float timeStep) { // Do not move if the UI has a focused element (the console) // if (GetSubsystem()->GetFocusElement()) // return; Input* input = GetSubsystem(); // 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->GetKeyDown(KEY_W)) cameraNode_->Translate(Vector3::UP * MOVE_SPEED * timeStep); if (input->GetKeyDown(KEY_S)) cameraNode_->Translate(Vector3::DOWN * MOVE_SPEED * timeStep); if (input->GetKeyDown(KEY_A)) cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep); if (input->GetKeyDown(KEY_D)) cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep); if (input->GetKeyDown(KEY_PAGEUP)) { Camera* camera = cameraNode_->GetComponent(); camera->SetZoom(camera->GetZoom() * 1.01f); } if (input->GetKeyDown(KEY_PAGEDOWN)) { Camera* camera = cameraNode_->GetComponent(); camera->SetZoom(camera->GetZoom() * 0.99f); } } void Atomic2DSprite::SubscribeToEvents() { // Subscribe HandleUpdate() function for processing update events SubscribeToEvent(E_UPDATE, ATOMIC_HANDLER(Atomic2DSprite, HandleUpdate)); // Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample UnsubscribeFromEvent(E_SCENEUPDATE); } void Atomic2DSprite::HandleUpdate(StringHash eventType, VariantMap& eventData) { using namespace Update; // Take the frame time step, which is stored as a float float timeStep = eventData[P_TIMESTEP].GetFloat(); // Move the camera, scale movement with time step MoveCamera(timeStep); Graphics* graphics = GetSubsystem(); float halfWidth = (float)graphics->GetWidth() * 0.5f * PIXEL_SIZE; float halfHeight = (float)graphics->GetHeight() * 0.5f * PIXEL_SIZE; for (unsigned i = 0; i < spriteNodes_.Size(); ++i) { SharedPtr node = spriteNodes_[i]; Vector3 position = node->GetPosition(); Vector3 moveSpeed = node->GetVar(VAR_MOVESPEED).GetVector3(); Vector3 newPosition = position + moveSpeed * timeStep; if (newPosition.x_ < -halfWidth || newPosition.x_ > halfWidth) { newPosition.x_ = position.x_; moveSpeed.x_ = -moveSpeed.x_; node->SetVar(VAR_MOVESPEED, moveSpeed); } if (newPosition.y_ < -halfHeight || newPosition.y_ > halfHeight) { newPosition.y_ = position.y_; moveSpeed.y_ = -moveSpeed.y_; node->SetVar(VAR_MOVESPEED, moveSpeed); } node->SetPosition(newPosition); float rotateSpeed = node->GetVar(VAR_ROTATESPEED).GetFloat(); node->Roll(rotateSpeed * timeStep); } }