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Add tile map AngelScript sample.

aster2013 11 vuotta sitten
vanhempi
sitoutus
6a0a03f3ac
1 muutettua tiedostoa jossa 155 lisäystä ja 0 poistoa
  1. 155 0
      Bin/Data/Scripts/36_Urho2DTileMap.as

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Bin/Data/Scripts/36_Urho2DTileMap.as

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+// 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
+
+#include "Scripts/Utilities/Sample.as"
+
+void Start()
+{
+    // Execute the common startup for samples
+    SampleStart();
+
+    // 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();
+}
+
+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;
+
+    // Get tmx file
+    TmxFile2D@ tmxFile = cache.GetResource("TmxFile2D", "Urho2D/isometric_grass_and_water.tmx");
+    if (tmxFile == 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;
+    float x = tileMap.width * tileMap.tileWidth * 0.5f;
+    float y = tileMap.height * tileMap.tileHeight * 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.";
+    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['W'])
+        cameraNode.Translate(Vector3(0.0f, 1.0f, 0.0f) * MOVE_SPEED * timeStep);
+    if (input.keyDown['S'])
+        cameraNode.Translate(Vector3(0.0f, -1.0f, 0.0f) * MOVE_SPEED * timeStep);
+    if (input.keyDown['A'])
+        cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
+    if (input.keyDown['D'])
+        cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * 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");
+
+    // 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);
+}
+
+// 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>";