فهرست منبع

Add spriter animation sample in C++.

aster2013 11 سال پیش
والد
کامیت
6cea8b84f5

+ 33 - 0
Source/Samples/33_Urho2DSpriterAnimation/CMakeLists.txt

@@ -0,0 +1,33 @@
+#
+# Copyright (c) 2008-2014 the Urho3D project.
+#
+# 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.
+#
+
+# Define target name
+set (TARGET_NAME 33_Urho2DSpriterAnimation)
+
+# Define source files
+define_source_files (EXTRA_H_FILES ${COMMON_SAMPLE_H_FILES})
+
+# Setup target with resource copying
+setup_main_executable ()
+
+# Setup test cases
+add_test (NAME ${TARGET_NAME} COMMAND ${TARGET_NAME} -timeout ${URHO3D_TEST_TIME_OUT})

+ 193 - 0
Source/Samples/33_Urho2DSpriterAnimation/Urho2DSpriterAnimation.cpp

@@ -0,0 +1,193 @@
+//
+// Copyright (c) 2008-2014 the Urho3D project.
+//
+// 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 "Camera.h"
+#include "CoreEvents.h"
+#include "Engine.h"
+#include "Font.h"
+#include "Graphics.h"
+#include "Input.h"
+#include "Octree.h"
+#include "Renderer.h"
+#include "ResourceCache.h"
+#include "Scene.h"
+#include "Text.h"
+#include "Urho2DSpriterAnimation.h"
+#include "XAnimatedSprite2D.h"
+#include "XAnimation2D.h"
+#include "XAnimationSet2D.h"
+#include "Zone.h"
+
+#include "DebugNew.h"
+
+static const char* animationNames[] =
+{
+    "idle",
+    "run",
+    "attack",
+    "hit",
+    "dead",
+    "dead2",
+    "dead3",
+};
+
+DEFINE_APPLICATION_MAIN(Urho2DSpriterAnimation)
+
+Urho2DSpriterAnimation::Urho2DSpriterAnimation(Context* context) :
+    Sample(context),
+    animationIndex_(0)
+{
+}
+
+void Urho2DSpriterAnimation::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();
+}
+
+void Urho2DSpriterAnimation::CreateScene()
+{
+    scene_ = new Scene(context_);
+    scene_->CreateComponent<Octree>();
+
+    // 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>();
+    camera->SetOrthographic(true);
+
+    Graphics* graphics = GetSubsystem<Graphics>();
+    camera->SetOrthoSize((float)graphics->GetHeight() * PIXEL_SIZE);
+
+    ResourceCache* cache = GetSubsystem<ResourceCache>();  
+    XAnimationSet2D* animationSet = cache->GetResource<XAnimationSet2D>("Urho2D/imp/imp.scml");
+    if (!animationSet)
+        return;
+
+    spriteNode_ = scene_->CreateChild("SpriterAnimation");
+    spriteNode_->SetPosition(Vector3(-1.4f, 2.0f, -1.0f));
+
+    XAnimatedSprite2D* animatedSprite = spriteNode_->CreateComponent<XAnimatedSprite2D>();
+    animatedSprite->SetAnimation(animationSet, animationNames[animationIndex_]);
+}
+
+void Urho2DSpriterAnimation::CreateInstructions()
+{
+    ResourceCache* cache = GetSubsystem<ResourceCache>();
+    UI* ui = GetSubsystem<UI>();
+
+    // Construct new Text object, set string to display and font to use
+    Text* instructionText = ui->GetRoot()->CreateChild<Text>();
+    instructionText->SetText("Use mouse click to play next animation,\n Use WASD keys to move, use PageUp PageDown keys to zoom.");
+    instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
+
+    // Position the text relative to the screen center
+    instructionText->SetHorizontalAlignment(HA_CENTER);
+    instructionText->SetVerticalAlignment(VA_CENTER);
+    instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
+}
+
+void Urho2DSpriterAnimation::SetupViewport()
+{
+    Renderer* renderer = GetSubsystem<Renderer>();
+
+    // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
+    SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
+    renderer->SetViewport(0, viewport);
+}
+
+void Urho2DSpriterAnimation::MoveCamera(float timeStep)
+{
+    // Do not move if the UI has a focused element (the console)
+    if (GetSubsystem<UI>()->GetFocusElement())
+        return;
+
+    Input* input = GetSubsystem<Input>();
+
+    // 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('W'))
+        cameraNode_->Translate(Vector3::UP * MOVE_SPEED * timeStep);
+    if (input->GetKeyDown('S'))
+        cameraNode_->Translate(Vector3::DOWN * MOVE_SPEED * timeStep);
+    if (input->GetKeyDown('A'))
+        cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
+    if (input->GetKeyDown('D'))
+        cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
+
+    if (input->GetKeyDown(KEY_PAGEUP))
+    {
+        Camera* camera = cameraNode_->GetComponent<Camera>();
+        camera->SetZoom(camera->GetZoom() * 1.01f);
+    }
+
+    if (input->GetKeyDown(KEY_PAGEDOWN))
+    {
+        Camera* camera = cameraNode_->GetComponent<Camera>();
+        camera->SetZoom(camera->GetZoom() * 0.99f);
+    }
+}
+
+void Urho2DSpriterAnimation::SubscribeToEvents()
+{
+    // Subscribe HandleUpdate() function for processing update events
+    SubscribeToEvent(E_UPDATE, HANDLER(Urho2DSpriterAnimation, HandleUpdate));
+    SubscribeToEvent(E_MOUSEBUTTONDOWN, HANDLER(Urho2DSpriterAnimation, HandleMouseButtonDown));
+
+
+    // Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample
+    UnsubscribeFromEvent(E_SCENEUPDATE);
+}
+
+void Urho2DSpriterAnimation::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 Urho2DSpriterAnimation::HandleMouseButtonDown(StringHash eventType, VariantMap& eventData)
+{
+    XAnimatedSprite2D* animatedSprite = spriteNode_->GetComponent<XAnimatedSprite2D>();
+    animationIndex_ = (animationIndex_ + 1) % 7;
+    animatedSprite->SetAnimation(animationNames[animationIndex_]);
+}

+ 92 - 0
Source/Samples/33_Urho2DSpriterAnimation/Urho2DSpriterAnimation.h

@@ -0,0 +1,92 @@
+//
+// Copyright (c) 2008-2014 the Urho3D project.
+//
+// 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.
+//
+
+#pragma once
+
+#include "Sample.h"
+
+namespace Urho3D
+{
+    class Node;
+    class Scene;
+}
+
+/// Urho2D sprite example.
+/// This sample demonstrates:
+///     - Creating a 2D scene with spriter animation
+///     - Displaying the scene using the Renderer subsystem
+///     - Handling keyboard to move and zoom 2D camera
+class Urho2DSpriterAnimation : public Sample
+{
+    OBJECT(Urho2DSpriterAnimation);
+
+public:
+    /// Construct.
+    Urho2DSpriterAnimation(Context* context);
+
+    /// Setup after engine initialization and before running the main loop.
+    virtual void Start();
+
+protected:
+    /// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
+    virtual String GetScreenJoystickPatchString() const { return
+        "<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>";
+    }
+
+private:
+    /// Construct the scene content.
+    void CreateScene();
+    /// Construct an instruction text to the UI.
+    void CreateInstructions();
+    /// Set up a viewport for displaying the scene.
+    void SetupViewport();
+    /// Read input and moves the camera.
+    void MoveCamera(float timeStep);
+    /// Subscribe to application-wide logic update events.
+    void SubscribeToEvents();
+    /// Handle the logic update event.
+    void HandleUpdate(StringHash eventType, VariantMap& eventData);
+    /// Handle mouse button down event.
+    void HandleMouseButtonDown(StringHash eventType, VariantMap& eventData);
+
+    /// Sprite nodes.
+    SharedPtr<Node> spriteNode_;
+    /// Animation index.
+    int animationIndex_;
+};

+ 1 - 0
Source/Samples/CMakeLists.txt

@@ -70,3 +70,4 @@ add_subdirectory (29_SoundSynthesis)
 add_subdirectory (30_LightAnimation)
 add_subdirectory (31_MaterialAnimation)
 add_subdirectory (32_Urho2DConstraints)
+add_subdirectory (33_Urho2DSpriterAnimation)