-- Urho2D stretchable sprite example. -- This sample demonstrates: -- - Creating a 2D scene with both static and stretchable sprites -- - Difference in scaling static and stretchable sprites -- - Similarity in otherwise transforming static and stretchable sprites -- - Displaying the scene using the Renderer subsystem -- - Handling keyboard to transform nodes require "LuaScripts/Utilities/Sample" local selectTransform = 0 -- Transform mode tracking index. local refSpriteNode = nil -- Reference (static) sprite node. local stretchSpriteNode = nil -- Stretchable sprite node. function Start() -- Execute base class startup SampleStart() -- Create the scene content CreateScene() -- Create the UI content CreateInstructions() -- Setup the viewport for displaying the scene SetupViewport() -- Set the mouse mode to use in the sample SampleInitMouseMode(MM_FREE) -- 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 -- Setup sprites and nodes on the scene refSpriteNode = scene_:CreateChild("regular sprite") stretchSpriteNode = scene_:CreateChild("stretch sprite") local sprite = cache:GetResource("Sprite2D", "Urho2D/Stretchable.png") if sprite then local staticSprite = refSpriteNode:CreateComponent("StaticSprite2D") staticSprite.sprite = sprite local stretchSprite = stretchSpriteNode:CreateComponent("StretchableSprite2D") stretchSprite.sprite = sprite stretchSprite.border = IntRect(25, 25, 25, 25) refSpriteNode:Translate2D(Vector2(-2, 0)) stretchSpriteNode:Translate2D(Vector2(2, 0)) 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 SubscribeToEvents() -- Subscribe HandleUpdate() function for processing update events SubscribeToEvent("Update", "HandleUpdate") -- Subscribe HandleUpdate() function for processing update events SubscribeToEvent("KeyUp", "HandleKeyUp") -- Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample UnsubscribeFromEvent("SceneUpdate") end function HandleUpdate(eventType, eventData) local timeStep = eventData["TimeStep"]:GetFloat() if selectTransform == 0 then ScaleSprites(timeStep) elseif selectTransform == 1 then RotateSprites(timeStep) elseif selectTransform == 2 then TranslateSprites(timeStep) else log:Write(LOG_ERROR, "bad transform selection " .. selectTransform) end end function HandleKeyUp(eventType, eventData) local key = eventData["Key"]:GetInt() if key == KEY_TAB then selectTransform = (selectTransform + 1) % 3 elseif key == KEY_ESCAPE then engine:Exit() end end function TranslateSprites(timeStep) local speed = 1 local left = input:GetKeyDown(KEY_A) local right = input:GetKeyDown(KEY_D) local up = input:GetKeyDown(KEY_W) local down = input:GetKeyDown(KEY_S) if left or right or up or down then local quantum = timeStep * speed local translate = Vector2((left and -quantum or 0) + (right and quantum or 0), (down and -quantum or 0) + (up and quantum or 0)) refSpriteNode:Translate2D(translate) stretchSpriteNode:Translate2D(translate) end end function RotateSprites(timeStep) local speed = 45 local left = input:GetKeyDown(KEY_A) local right = input:GetKeyDown(KEY_D) local up = input:GetKeyDown(KEY_W) local down = input:GetKeyDown(KEY_S) local ctrl = input:GetKeyDown(KEY_CTRL) if left or right or up or down then local quantum = timeStep * speed local xrot = (up and -quantum or 0) + (down and quantum or 0) local rot2 = (left and -quantum or 0) + (right and quantum or 0) local totalRot = Quaternion(xrot, ctrl and 0 or rot2, ctrl and rot2 or 0) refSpriteNode:Rotate(totalRot) stretchSpriteNode:Rotate(totalRot) end end function ScaleSprites(timeStep) local speed = 0.5 local left = input:GetKeyDown(KEY_A) local right = input:GetKeyDown(KEY_D) local up = input:GetKeyDown(KEY_W) local down = input:GetKeyDown(KEY_S) if left or right or up or down then local quantum = timeStep * speed local scale = Vector2(1 + (right and quantum or left and -quantum or 0), 1 + (up and quantum or down and -quantum or 0)) refSpriteNode:Scale2D(scale) stretchSpriteNode:Scale2D(scale) end end -- Create XML patch instructions for screen joystick layout specific to this sample app function GetScreenJoystickPatchString() return "" .. 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