// // 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 "SpriterAnimation.h" #include SpriterAnimation::SpriterAnimation(Context* context) : Sample(context), spriterAnimationIndex_(0) { } void SpriterAnimation::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(); // Set the mouse mode to use in the sample Sample::InitMouseMode(MM_FREE); // Hook up to the frame update events SubscribeToEvents(); } void SpriterAnimation::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); camera->SetZoom(1.5f * Min((float)graphics->GetWidth() / 1280.0f, (float)graphics->GetHeight() / 800.0f)); // Set zoom according to user's resolution to ensure full visibility (initial zoom (1.5) is set for full visibility at 1280x800 resolution) ResourceCache* cache = GetSubsystem(); AnimationSet2D* spriterAnimationSet = cache->GetResource("Urho2D/imp/imp.scml"); if (!spriterAnimationSet) return; spriterNode_ = scene_->CreateChild("SpriterAnimation"); AnimatedSprite2D* spriterAnimatedSprite = spriterNode_->CreateComponent(); spriterAnimatedSprite->SetAnimationSet(spriterAnimationSet); spriterAnimatedSprite->SetAnimation(spriterAnimationSet->GetAnimation(spriterAnimationIndex_)); } void SpriterAnimation::CreateInstructions() { SimpleCreateInstructions("Mouse click to play next animation, \nUse WASD keys to move, use PageUp PageDown keys to zoom."); } void SpriterAnimation::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 SpriterAnimation::MoveCamera(float timeStep) { 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 SpriterAnimation::SubscribeToEvents() { // Subscribe HandleUpdate() function for processing update events SubscribeToEvent(E_UPDATE, ATOMIC_HANDLER(SpriterAnimation, HandleUpdate)); SubscribeToEvent(E_MOUSEBUTTONDOWN, ATOMIC_HANDLER(SpriterAnimation, HandleMouseButtonDown)); // Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample UnsubscribeFromEvent(E_SCENEUPDATE); } void SpriterAnimation::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); } void SpriterAnimation::HandleMouseButtonDown(StringHash eventType, VariantMap& eventData) { AnimatedSprite2D* spriterAnimatedSprite = spriterNode_->GetComponent(); AnimationSet2D* spriterAnimationSet = spriterAnimatedSprite->GetAnimationSet(); spriterAnimationIndex_ = (spriterAnimationIndex_ + 1) % spriterAnimationSet->GetNumAnimations(); spriterAnimatedSprite->SetAnimation(spriterAnimationSet->GetAnimation(spriterAnimationIndex_), LM_FORCE_LOOPED); }