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+// Urho2D sprite example.
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+// This sample demonstrates:
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+// - Creating a 2D scene with spriter animation
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+// - Displaying the scene using the Renderer subsystem
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+// - Handling keyboard to move and zoom 2D camera
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+
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+#include "Scripts/Utilities/Sample.as"
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+
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+Node@ spriteNode;
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+int animationIndex = 0;
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+
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+Array<String> animationNames =
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+{
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+ "idle",
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+ "run",
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+ "attack",
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+ "hit",
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+ "dead",
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+ "dead2",
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+ "dead3",
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+};
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+
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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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+
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+ // Create the scene content
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+ CreateScene();
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+
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+ // Create the UI content
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+ CreateInstructions();
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+
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+ // Setup the viewport for displaying the scene
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+ SetupViewport();
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+
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+ // Hook up to the frame update events
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+ SubscribeToEvents();
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+}
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+
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+void CreateScene()
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+{
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+ scene_ = Scene();
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+
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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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+
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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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+
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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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+
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+ XAnimationSet2D@ animationSet = cache.GetResource("XAnimationSet2D", "Urho2D/imp/imp.scml");
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+ if (animationSet is null)
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+ return;
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+
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+ spriteNode = scene_.CreateChild("SpriterAnimation");
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+ spriteNode.position = Vector3(-1.4f, 2.0f, -0.0f);
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+
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+ XAnimatedSprite2D@ animatedSprite = spriteNode.CreateComponent("XAnimatedSprite2D");
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+ animatedSprite.SetAnimation(animationSet, animationNames[animationIndex]);
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+}
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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 = "Mouse click to play next animation, \nUse WASD keys to move, use PageUp PageDown keys to zoom.";
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+ instructionText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
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+
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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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+
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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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+
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+void MoveCamera(float timeStep)
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+{
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+ // Do not move if the UI has a focused element (the console)
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+ if (ui.focusElement !is null)
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+ return;
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+
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+ // Movement speed as world units per second
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+ const float MOVE_SPEED = 4.0f;
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+
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+ // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
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+ if (input.keyDown['W'])
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+ cameraNode.Translate(Vector3(0.0f, 1.0f, 0.0f) * MOVE_SPEED * timeStep);
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+ if (input.keyDown['S'])
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+ cameraNode.Translate(Vector3(0.0f, -1.0f, 0.0f) * MOVE_SPEED * timeStep);
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+ if (input.keyDown['A'])
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+ cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
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+ if (input.keyDown['D'])
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+ cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
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+
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+ if (input.keyDown[KEY_PAGEUP])
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+ {
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+ Camera@ camera = cameraNode.GetComponent("Camera");
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+ camera.zoom = camera.zoom * 1.01f;
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+ }
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+
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+ if (input.keyDown[KEY_PAGEDOWN])
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+ {
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+ Camera@ camera = cameraNode.GetComponent("Camera");
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+ camera.zoom = camera.zoom * 0.99f;
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+ }
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+}
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+
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+void SubscribeToEvents()
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+{
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+ // Subscribe HandleUpdate() function for processing update events
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+ SubscribeToEvent("Update", "HandleUpdate");
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+ SubscribeToEvent("MouseButtonDown", "HandleMouseButtonDown");
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+
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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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+
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+void HandleUpdate(StringHash eventType, VariantMap& eventData)
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+{
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+ // Take the frame time step, which is stored as a float
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+ float timeStep = eventData["TimeStep"].GetFloat();
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+
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+ // Move the camera, scale movement with time step
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+ MoveCamera(timeStep);
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+}
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+
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+void HandleMouseButtonDown(StringHash eventType, VariantMap& eventData)
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+{
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+ XAnimatedSprite2D@ animatedSprite = spriteNode.GetComponent("XAnimatedSprite2D");
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+ animationIndex = (animationIndex + 1) % 7;
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+ animatedSprite.animation = animationNames[animationIndex];
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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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+ " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />" +
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+ " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Zoom In</replace>" +
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+ " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" +
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+ " <element type=\"Text\">" +
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+ " <attribute name=\"Name\" value=\"KeyBinding\" />" +
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+ " <attribute name=\"Text\" value=\"PAGEUP\" />" +
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+ " </element>" +
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+ " </add>" +
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+ " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />" +
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+ " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Zoom Out</replace>" +
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+ " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">" +
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+ " <element type=\"Text\">" +
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+ " <attribute name=\"Name\" value=\"KeyBinding\" />" +
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+ " <attribute name=\"Text\" value=\"PAGEDOWN\" />" +
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+ " </element>" +
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+ " </add>" +
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+ "</patch>";
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