// 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 #include "Scripts/Utilities/Sample.as" Array spriteNodes; void 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(); } void 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(0.0f, 0.0f, -10.0f); Camera@ camera = cameraNode.CreateComponent("Camera"); camera.orthographic = true; camera.orthoSize = graphics.height * PIXEL_SIZE; Sprite2D@ sprite = cache.GetResource("Sprite2D", "Urho2D/Aster.png"); if (sprite is null) return; uint halfWidth = uint(graphics.width * PIXEL_SIZE * 0.5f); uint halfHeight = uint(graphics.height * PIXEL_SIZE * 0.5f); // Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a // quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains // LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll // see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the // same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the // scene. const uint NUM_SPRITES = 200; for (uint i = 0; i < NUM_SPRITES; ++i) { Node@ spriteNode = scene_.CreateChild("StaticSprite2D"); spriteNode.position = Vector3(Random(-halfWidth, halfWidth), Random(-halfHeight, halfHeight), 0.0f); StaticSprite2D@ staticSprite = spriteNode.CreateComponent("StaticSprite2D"); // Set color staticSprite.color = Color(Random(1.0f), Random(1.0f), Random(1.0f), 1.0f); // Set blend mode staticSprite.blendMode = BLEND_ALPHA; // Set sprite staticSprite.sprite = sprite; spriteNode.vars["MoveSpeed"] = Vector3(Random(-2.0f, 2.0f), Random(-2.0f, 2.0f), 0.0f); spriteNode.vars["RotateSpeed"] = Random(-90.0f, 90.0f); spriteNodes.Push(spriteNode); } AnimationSet2D@ animationSet = cache.GetResource("AnimationSet2D", "Urho2D/GoldIcon.scml"); if (animationSet is null) return; Node@ spriteNode = scene_.CreateChild("AnimatedSprite2D"); spriteNode.position = Vector3(0.0f, 0.0f, -1.0f); AnimatedSprite2D@ animatedSprite = spriteNode.CreateComponent("AnimatedSprite2D"); // Set animation animatedSprite.SetAnimation(animationSet, "idle"); } void CreateInstructions() { // Construct new Text object, set string to display and font to use Text@ instructionText = ui.root.CreateChild("Text"); instructionText.text = "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); } void 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 Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera")); renderer.viewports[0] = viewport; } void MoveCamera(float timeStep) { // Do not move if the UI has a focused element (the console) if (ui.focusElement !is null) return; // Movement speed as world units per second const float MOVE_SPEED = 4.0f; // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed if (input.keyDown['W']) cameraNode.Translate(Vector3(0.0f, 1.0f, 0.0f) * MOVE_SPEED * timeStep); if (input.keyDown['S']) cameraNode.Translate(Vector3(0.0f, -1.0f, 0.0f) * MOVE_SPEED * timeStep); if (input.keyDown['A']) cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep); if (input.keyDown['D']) cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep); if (input.keyDown[KEY_PAGEUP]) { Camera@ camera = cameraNode.GetComponent("Camera"); camera.zoom = camera.zoom * 1.01f; } if (input.keyDown[KEY_PAGEDOWN]) { Camera@ camera = cameraNode.GetComponent("Camera"); camera.zoom = camera.zoom * 0.99f; } } void 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"); } void HandleUpdate(StringHash eventType, VariantMap& eventData) { // Take the frame time step, which is stored as a float float timeStep = eventData["TimeStep"].GetFloat(); // Move the camera, scale movement with time step MoveCamera(timeStep); float halfWidth = graphics.width * 0.5f * PIXEL_SIZE; float halfHeight = graphics.height * 0.5f * PIXEL_SIZE; // Go through all sprites for (uint i = 0; i < spriteNodes.length; ++i) { Node@ spriteNode = spriteNodes[i]; Vector3 moveSpeed = spriteNode.vars["MoveSpeed"].GetVector3(); Vector3 newPosition = spriteNode.position + moveSpeed * timeStep; if (newPosition.x < -halfWidth || newPosition.x > halfWidth) { newPosition.x = spriteNode.position.x; moveSpeed.x = -moveSpeed.x; spriteNode.vars["MoveSpeed"] = moveSpeed; } if (newPosition.y < -halfHeight || newPosition.y > halfHeight) { newPosition.y = spriteNode.position.y; moveSpeed.y = -moveSpeed.y; spriteNode.vars["MoveSpeed"] = moveSpeed; } spriteNode.position = newPosition; spriteNode.Roll(spriteNode.vars["RotateSpeed"].GetFloat() * timeStep); } } // Create XML patch instructions for screen joystick layout specific to this sample app String patchInstructions = "" + " " + " Zoom In" + " " + " " + " " + " " + " " + " " + " " + " Zoom Out" + " " + " " + " " + " " + " " + " " + "";