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@@ -1610,20 +1610,32 @@ In order to make 2D Game in Urho3D, Urho2D is provided. Urho2D include 2D graphi
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- Sprite2D: a sprite is defined with texture and texture rectangle and hot spot.
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- SpriteSheet2D: a sprite sheet(texture atlas) include some sprites in it.
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- StaticSprite2D: a drawable component to display a sprite.
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-- Animation2D: two-demensional animation with some frames, a frame include duration and a sprite.
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+- Animation2D: 2D animation with some frames, a frame include duration and a sprite.
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- AnimatedSprite2D : a drawable component to display an animation.
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-- ParticleModel2D: two-demensional particle model file.
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-- ParticleEmitter2D: a two-dimensional particle effect.
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-- PhysicsWorld2D: implements two-dimensional physics simulation. Two-demensional physics components such as RigidBody2D or CollisionShape2D can not function properly without this.
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-- RigidBody2D: a two-demensional physics object instance.
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-- CollisionShape2D: defines two-dimensional physics collision geometry.
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-- CollisionBox2D: defines two-dimensional physics collision box.
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-- CollisionCircle2D: defines two-dimensional physics collision circle.
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-- CollisionEdge2D: defines two-dimensional physics collision edge.
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-- CollisionChain2D: defines two-dimensional physics collision chain.
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-- CollisionPolygon2D: defines two-dimensional physics collision polygon.
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-
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-In order to use Urho2D, it is need set camera to 2D mode first, it can be done with following code:
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+- ParticleEffect2D: 2D particle model file.
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+- ParticleEmitter2D: a 2D particle effect.
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+- PhysicsWorld2D: implements 2D physics simulation. 2D physics components such as RigidBody2D or CollisionShape2D can not function properly without this.
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+- RigidBody2D: a 2D physics object instance.
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+- CollisionShape2D: base class for 2D physics collision shape.
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+- CollisionBox2D: defines 2D physics collision box.
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+- CollisionCircle2D: defines 2D physics collision circle.
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+- CollisionEdge2D: defines 2D physics collision edge.
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+- CollisionChain2D: defines 2D physics collision chain.
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+- CollisionPolygon2D: defines 2D physics collision polygon.
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+- Constraint2D: base class for 2D physics constraint.
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+- ConstraintDistance2D: define 2D physics distance constraint.
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+- ConstraintFriction2D: define 2D physics friction constraint.
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+- ConstraintGear2D: define 2D physics gear constraint.
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+- ConstraintMotor2D: define 2D physics motor constraint.
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+- ConstraintMouse2D: define 2D physics mouse constraint.
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+- ConstraintPrismatic2D: define 2D physics prismatic constraint.
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+- ConstraintPulley2D: define 2D physics pulley constraint.
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+- ConstraintRevolute2D: define 2D physics revolute constraint.
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+- ConstraintRope2D: define 2D physics rope constraint.
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+- ConstraintWeld2D: define 2D physics weld constraint.
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+- ConstraintWheel2D: define 2D physics wheel constraint.
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+
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+In order to use Urho2D, it is need set camera to orthographic mode first, it can be done with following code:
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C++:
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\code
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@@ -1673,7 +1685,6 @@ Lua:
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camera:SetOrthoSize(Vector2(graphics.width, graphics.height) * PIXEL_SIZE)
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\endcode
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-
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\page Serialization Serialization
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Classes that derive from Serializable can perform automatic serialization to binary or XML format by defining \ref AttributeInfo "attributes". Attributes are stored to the Context per class. %Scene load/save and network replication are both implemented by having the Node and Component classes derive from Serializable.
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