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Add Lua Urho2D Sprite sample.

aster2013 11 years ago
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92368e7c1a
1 changed files with 144 additions and 0 deletions
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      Bin/Data/LuaScripts/24_Urho2DSprite.lua

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Bin/Data/LuaScripts/24_Urho2DSprite.lua

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+-- Urho2D spriteexample.
+-- This sample demonstrates:
+--     - Creating a 2D scene with static sprite
+--     - Displaying the scene using the Renderer subsystem
+--     - Handling keyboard to move and zoom camera
+
+require "LuaScripts/Utilities/Sample"
+
+local scene_ = nil
+local cameraNode = nil
+local spriteNodes = {}
+
+function 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()
+end
+
+function 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(0.0, 0.0, -10.0)
+
+    local camera = cameraNode:CreateComponent("Camera")
+    camera.orthographic = true
+
+    local width = graphics.width
+    local height = graphics.height
+    camera:SetOrthoSize(Vector2(width, height))
+
+    local sprite = cache:GetResource("Sprite2D", "Textures/Aster.png")
+    if sprite == nil then
+        return
+    end
+
+    local halfWidth = width * 0.5
+    local halfHeight = height * 0.5
+
+    local NUM_SPRITES = 200
+    for i = 1, NUM_SPRITES do
+        local spriteNode = scene_:CreateChild("Urho2DSprite")
+        spriteNode.position = Vector3(Random(-halfWidth, halfWidth), Random(-halfHeight, halfHeight), 0.0)
+        spriteNode:SetScale(0.2 + Random(0.2))
+
+        local staticSprite = spriteNode:CreateComponent("StaticSprite2D")
+        staticSprite.color = Color(Random(1.0), Random(1.0), Random(1.0), 1.0)
+        staticSprite.blendMode = BLEND_ALPHA
+        staticSprite.sprite = sprite
+
+        spriteNode.moveSpeed = Vector3(Random(-200.0, 200.0), Random(-200.0, 200.0), 0.0)
+        spriteNode.rotateSpeed = Random(-90.0, 90.0)
+        table.insert(spriteNodes, spriteNode)
+    end
+end
+
+function CreateInstructions()
+    -- Construct new Text object, set string to display and font to use
+    local instructionText = ui.root:CreateChild("Text")
+    instructionText:SetText("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)
+end
+
+function 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
+    local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
+    renderer:SetViewport(0, viewport)
+end
+
+function MoveCamera(timeStep)
+    -- Do not move if the UI has a focused element (the console)
+    if ui.focusElement ~= nil then
+        return
+    end
+
+    -- Movement speed as world units per second
+    local MOVE_SPEED = 400.0
+
+    -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
+    -- Use the TranslateRelative() function to move relative to the node's orientation. Alternatively we could
+    -- multiply the desired direction with the node's orientation quaternion, and use just Translate()
+    if input:GetKeyDown(KEY_W) then
+        cameraNode:TranslateRelative(Vector3.UP * MOVE_SPEED * timeStep)
+    end
+    if input:GetKeyDown(KEY_S) then
+        cameraNode:TranslateRelative(Vector3.DOWN * MOVE_SPEED * timeStep)
+    end
+    if input:GetKeyDown(KEY_A) then
+        cameraNode:TranslateRelative(Vector3.LEFT * MOVE_SPEED * timeStep)
+    end
+    if input:GetKeyDown(KEY_D) then
+        cameraNode:TranslateRelative(Vector3.RIGHT * MOVE_SPEED * timeStep)
+    end
+
+    if input:GetKeyDown(KEY_PAGEUP) then
+        local camera = cameraNode:GetComponent("Camera")
+        camera.zoom = camera.zoom * 1.01
+    end
+
+    if input:GetKeyDown(KEY_PAGEDOWN) then
+        local camera = cameraNode:GetComponent("Camera")
+        camera.zoom = camera.zoom * 0.99
+    end
+end
+
+function SubscribeToEvents()
+    -- Subscribe HandleUpdate() function for processing update events
+    SubscribeToEvent("Update", "HandleUpdate")
+end
+
+function HandleUpdate(eventType, eventData)
+    -- Take the frame time step, which is stored as a float
+    local timeStep = eventData:GetFloat("TimeStep")
+
+    -- Move the camera, scale movement with time step
+    MoveCamera(timeStep)
+end