// Moving sprites example. // This sample demonstrates: // - Adding Sprite elements to the UI // - Storing custom data (sprite velocity) inside UI elements // - Handling frame update events in which the sprites are moved #include "Scripts/Utilities/Sample.as" // Number of sprites to draw const uint NUM_SPRITES = 100; Array sprites; void Start() { // Execute the common startup for samples SampleStart(); // Create the sprites to the user interface CreateSprites(); // Hook up to the frame update events SubscribeToEvents(); } void CreateSprites() { // Get rendering window size as floats float width = graphics.width; float height = graphics.height; // Get the Urho3D fish texture Texture2D@ decalTex = cache.GetResource("Texture2D", "Textures/UrhoDecal.dds"); for (uint i = 0; i < NUM_SPRITES; ++i) { // Create a new sprite, set it to use the texture Sprite@ sprite = Sprite(); sprite.texture = decalTex; // The UI root element is as big as the rendering window, set random position within it sprite.position = Vector2(Random() * width, Random() * height); // Set sprite size & hotspot in its center sprite.size = IntVector2(128, 128); sprite.hotSpot = IntVector2(64, 64); // Set random rotation in degrees and random scale sprite.rotation = Random() * 360.0f; sprite.SetScale(Random(1.0f) + 0.5f); // Set random color and additive blending mode sprite.color = Color(Random(0.5f) + 0.5f, Random(0.5f) + 0.5f, Random(0.5f) + 0.5f); sprite.blendMode = BLEND_ADD; // Add as a child of the root UI element ui.root.AddChild(sprite); // Store sprite's velocity as a custom variable sprite.vars["Velocity"] = Vector2(Random(200.0f) - 100.0f, Random(200.0f) - 100.0f); // Store sprites to our own container for easy movement update iteration sprites.Push(sprite); } } void MoveSprites(float timeStep) { float width = graphics.width; float height = graphics.height; // Go through all sprites for (uint i = 0; i < sprites.length; ++i) { Sprite@ sprite = sprites[i]; // Rotate float newRot = sprite.rotation + timeStep * 30.0f; sprite.rotation = newRot; // Move, wrap around rendering window edges Vector2 newPos = sprite.position + sprite.vars["Velocity"].GetVector2() * timeStep; if (newPos.x < 0.0f) newPos.x += width; if (newPos.x >= width) newPos.x -= width; if (newPos.y < 0.0f) newPos.y += height; if (newPos.y >= height) newPos.y -= height; sprite.position = newPos; } } void SubscribeToEvents() { // Subscribe HandleUpdate() function for processing update events SubscribeToEvent("Update", "HandleUpdate"); } void HandleUpdate(StringHash eventType, VariantMap& eventData) { // Take the frame time step, which is stored as a float float timeStep = eventData["TimeStep"].GetFloat(); // Move sprites, scale movement with time step MoveSprites(timeStep); } // Create XML patch instructions for screen joystick layout specific to this sample app String patchInstructions = "" + " " + " " + " " + "";