-- Urho2D physics sample. -- This sample demonstrates: -- - Creating both static and moving 2D physics objects to a scene -- - Displaying physics debug geometry 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") scene_:CreateComponent("DebugRenderer") -- 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 -- Create 2D physics world component scene_:CreateComponent("PhysicsWorld2D") local boxSprite = cache:GetResource("Sprite2D", "Urho2D/Box.png") local ballSprite = cache:GetResource("Sprite2D", "Urho2D/Ball.png") -- Create ground. local groundNode = scene_:CreateChild("Ground") groundNode.position = Vector3(0.0, -3.0, 0.0) groundNode.scale = Vector3(200.0, 1.0, 0.0) -- Create 2D rigid body for gound local groundBody = groundNode:CreateComponent("RigidBody2D") local groundSprite = groundNode:CreateComponent("StaticSprite2D") groundSprite.sprite = boxSprite -- Create box collider for ground local groundShape = groundNode:CreateComponent("CollisionBox2D") -- Set box size groundShape.size = Vector2(0.32, 0.32) -- Set friction groundShape.friction = 0.5 local NUM_OBJECTS = 100 for i = 1, NUM_OBJECTS do local node = scene_:CreateChild("RigidBody") node.position = Vector3(Random(-0.1, 0.1), 5.0 + i * 0.4, 0.0) -- Create rigid body local body = node:CreateComponent("RigidBody2D") body.bodyType = BT_DYNAMIC local staticSprite = node:CreateComponent("StaticSprite2D") local shape = nil if i % 2 == 0 then staticSprite.sprite = boxSprite -- Create box shape = node:CreateComponent("CollisionBox2D") -- Set size shape.size = Vector2(0.32, 0.32) else staticSprite.sprite = ballSprite -- Create circle shape = node:CreateComponent("CollisionCircle2D") -- Set radius shape.radius = 0.16 end -- Set density shape.density = 1.0 -- Set friction shape.friction = 0.5 -- Set restitution shape.restitution = 0.1 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 = 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) end -- Create XML patch instructions for screen joystick layout specific to this sample app function GetScreenJoystickPatchString() return "" .. " " .. " Zoom In" .. " " .. " " .. " " .. " " .. " " .. " " .. " " .. " Zoom Out" .. " " .. " " .. " " .. " " .. " " .. " " .. "" end