-- Urho2D sprite example. -- This sample demonstrates: -- - Creating a 2D scene with sprite -- - Displaying the scene using the Renderer subsystem -- - Handling keyboard to move and zoom 2D camera -- - Usage of Lua Closure to update scene require "LuaScripts/Utilities/Sample" 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 camera.orthoSize = graphics.height * PIXEL_SIZE local sprite = cache:GetResource("Sprite2D", "Urho2D/Aster.png") if sprite == nil then return end local spriteNodes = {} local NUM_SPRITES = 200 local halfWidth = graphics.width * PIXEL_SIZE * 0.5 local halfHeight = graphics.height * PIXEL_SIZE * 0.5 for i = 1, NUM_SPRITES do local spriteNode = scene_:CreateChild("StaticSprite2D") spriteNode.position = Vector3(Random(-halfWidth, halfWidth), Random(-halfHeight, halfHeight), 0.0) local staticSprite = spriteNode:CreateComponent("StaticSprite2D") -- Set color staticSprite.color = Color(Random(1.0), Random(1.0), Random(1.0), 1.0) -- Set blend mode staticSprite.blendMode = BLEND_ALPHA -- Set sprite staticSprite.sprite = sprite -- Set move speed spriteNode.moveSpeed = Vector3(Random(-2.0, 2.0), Random(-2.0, 2.0), 0.0) -- Set rotate speed spriteNode.rotateSpeed = Random(-90.0, 90.0) table.insert(spriteNodes, spriteNode) end scene_.Update = function(self, timeStep) for _, spriteNode in ipairs(spriteNodes) do local position = spriteNode.position local moveSpeed = spriteNode.moveSpeed local newPosition = position + moveSpeed * timeStep if newPosition.x < -halfWidth or newPosition.x > halfWidth then newPosition.x = position.x moveSpeed.x = -moveSpeed.x end if newPosition.y < -halfHeight or newPosition.y > halfHeight then newPosition.y = position.y moveSpeed.y = -moveSpeed.y end spriteNode.position = newPosition spriteNode:Roll(spriteNode.rotateSpeed * timeStep) end end local animationSet = cache:GetResource("AnimationSet2D", "Urho2D/GoldIcon.scml") if animationSet == nil then return end local spriteNode = scene_:CreateChild("AnimatedSprite2D") spriteNode.position = Vector3(0.0, 0.0, -1.0) local animatedSprite = spriteNode:CreateComponent("AnimatedSprite2D") -- Set animation animatedSprite:SetAnimation(animationSet, "idle") 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 = 4.0 -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed if input:GetKeyDown(KEY_W) then cameraNode:Translate(Vector3(0.0, 1.0, 0.0) * MOVE_SPEED * timeStep) end if input:GetKeyDown(KEY_S) then cameraNode:Translate(Vector3(0.0, -1.0, 0.0) * MOVE_SPEED * timeStep) end if input:GetKeyDown(KEY_A) then cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep) end if input:GetKeyDown(KEY_D) then cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * 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") -- Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample UnsubscribeFromEvent("SceneUpdate") 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) -- Update scene scene_:Update(timeStep) end -- Create XML patch instructions for screen joystick layout specific to this sample app function GetScreenJoystickPatchString() return "" .. " " .. " Zoom In" .. " " .. " " .. " " .. " " .. " " .. " " .. " " .. " Zoom Out" .. " " .. " " .. " " .. " " .. " " .. " " .. "" end