// // Copyright (c) 2008-2020 the Urho3D project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #pragma once #include "Sample.h" #include "Utilities2D/Sample2D.h" class Character2D; class Sample2D; /// Urho2D tile map example. /// This sample demonstrates: /// - Creating an isometric 2D scene with tile map /// - Displaying the scene using the Renderer subsystem /// - Handling keyboard to move a character and zoom 2D camera /// - Generating physics shapes from the tmx file's objects /// - Displaying debug geometry for physics and tile map /// Note that this sample uses some functions from Sample2D utility class. class Urho2DIsometricDemo : public Sample { URHO3D_OBJECT(Urho2DIsometricDemo, Sample); public: /// Construct. explicit Urho2DIsometricDemo(Context* context); /// Setup after engine initialization and before running the main loop. void Start() override; /// Setup before engine initialization. Modifies the engine parameters. void Setup() override; private: /// Construct the scene content. void CreateScene(); /// Construct an instruction text to the UI. void CreateInstructions(); /// Subscribe to application-wide logic update events. void SubscribeToEvents(); /// Handle the logic update event. void HandleUpdate(StringHash eventType, VariantMap& eventData); /// Handle the logic post update event. void HandlePostUpdate(StringHash eventType, VariantMap& eventData); /// Handle the post render update event. void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData); /// Handle the end rendering event. void HandleSceneRendered(StringHash eventType, VariantMap& eventData); /// Handle reloading the scene. void ReloadScene(bool reInit); /// Handle the contact begin event (Box2D contact listener). void HandleCollisionBegin(StringHash eventType, VariantMap& eventData); /// Handle 'PLAY' button released event. void HandlePlayButton(StringHash eventType, VariantMap& eventData); /// The controllable character component. WeakPtr character2D_; /// Camera's zoom (used to scale movement speed based on camera zoom). float zoom_; /// Flag for drawing debug geometry. bool drawDebug_; /// Sample2D utility object. SharedPtr sample2D_; };