-- Urho2D particle example. -- This sample demonstrates: -- - Creating a 2D scene with particle -- - Displaying the scene using the Renderer subsystem -- - Handling mouse move to move particle require "LuaScripts/Utilities/Sample" local particleNode = nil function Start() -- Execute the common startup for samples SampleStart() -- Set mouse visible input.mouseVisible = true -- 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 particleEffect = cache:GetResource("ParticleEffect2D", "Urho2D/sun.pex") if particleEffect == nil then return end particleNode = scene_:CreateChild("ParticleEmitter2D") local particleEmitter = particleNode:CreateComponent("ParticleEmitter2D") particleEmitter.effect = particleEffect local greenSpiralEffect = cache:GetResource("ParticleEffect2D", "Urho2D/greenspiral.pex") if greenSpiralEffect == nil then return end greenSpiralNode = scene_:CreateChild("GreenSpiral") local greenSpiralEmitter = greenSpiralNode:CreateComponent("ParticleEmitter2D") greenSpiralEmitter.effect = greenSpiralEffect end function CreateInstructions() -- Construct new Text object, set string to display and font to use local instructionText = ui.root:CreateChild("Text") instructionText:SetText("Use mouse to move the particle.") 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 SubscribeToEvents() -- Subscribe HandleMouseMove() function for tracking mouse/touch move events SubscribeToEvent("MouseMove", "HandleMouseMove") if touchEnabled then SubscribeToEvent("TouchMove", "HandleMouseMove") end -- Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample UnsubscribeFromEvent("SceneUpdate") end function HandleMouseMove(eventType, eventData) if particleNode ~= nil then local x = eventData:GetInt("x") local y = eventData:GetInt("y") local camera = cameraNode:GetComponent("Camera") particleNode.position = camera:ScreenToWorldPoint(Vector3(x / graphics.width, y / graphics.height, 10.0)) end end -- Create XML patch instructions for screen joystick layout specific to this sample app function GetScreenJoystickPatchString() return "" .. " " .. " " .. " " .. "" end