// 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 2D 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. #include "Scripts/Utilities/Sample.as" #include "Scripts/Utilities/2D/Sample2D.as" void Start() { // Execute the common startup for samples SampleStart(); // Create the scene content CreateScene(); // Create the UI content CreateUIContent("ISOMETRIC 2.5D DEMO"); // Hook up to the frame update events SubscribeToEvents(); } void CreateScene() { scene_ = Scene(); // Create the Octree, DebugRenderer and PhysicsWorld2D components to the scene scene_.CreateComponent("Octree"); scene_.CreateComponent("DebugRenderer"); PhysicsWorld2D@ physicsWorld = scene_.CreateComponent("PhysicsWorld2D"); physicsWorld.gravity = Vector2(0.0f, 0.0f); // Neutralize gravity as the character will always be grounded // Create camera and define viewport cameraNode = Node(); Camera@ camera = cameraNode.CreateComponent("Camera"); camera.orthographic = true; camera.orthoSize = graphics.height * PIXEL_SIZE; camera.zoom = 2.0f * Min(graphics.width / 1280.0f, graphics.height / 800.0f); // Set zoom according to user's resolution to ensure full visibility (initial zoom (2.0) is set for full visibility at 1280x800 resolution) renderer.viewports[0] = Viewport(scene_, camera); // Create tile map from tmx file TmxFile2D@ tmxFile = cache.GetResource("TmxFile2D", "Urho2D/Tilesets/atrium.tmx"); if (tmxFile is null) return; Node@ tileMapNode = scene_.CreateChild("TileMap"); TileMap2D@ tileMap = tileMapNode.CreateComponent("TileMap2D"); tileMap.tmxFile = tmxFile; const TileMapInfo2D@ info = tileMap.info; // Create Spriter Imp character (from sample 33_SpriterAnimation) CreateCharacter(info, true, 0.0f, Vector3(-5.0f, 11.0f, 0.0f), 0.15f); // Generate physics collision shapes from the tmx file's objects located in "Physics" (top) layer TileMapLayer2D@ tileMapLayer = tileMap.GetLayer(tileMap.numLayers - 1); CreateCollisionShapesFromTMXObjects(tileMapNode, tileMapLayer, info); // Instantiate enemies and moving platforms at each placeholder of "MovingEntities" layer (placeholders are Poly Line objects defining a path from points) PopulateMovingEntities(tileMap.GetLayer(tileMap.numLayers - 2)); // Instantiate coins to pick at each placeholder of "Coins" layer (in this sample, placeholders for coins are Rectangle objects) PopulateCoins(tileMap.GetLayer(tileMap.numLayers - 3)); // Check when scene is rendered SubscribeToEvent("EndRendering", "HandleSceneRendered"); } void HandleSceneRendered() { UnsubscribeFromEvent("EndRendering"); // Save the scene so we can reload it later SaveScene(true); // Pause the scene as long as the UI is hiding it scene_.updateEnabled = false; } void SubscribeToEvents() { // Subscribe HandleUpdate() function for processing update events SubscribeToEvent("Update", "HandleUpdate"); // Subscribe HandlePostUpdate() function for processing post update events SubscribeToEvent("PostUpdate", "HandlePostUpdate"); // Subscribe to PostRenderUpdate to draw physics shapes SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate"); // Subscribe to Box2D contact listeners SubscribeToEvent("PhysicsBeginContact2D", "HandleCollisionBegin"); // Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample UnsubscribeFromEvent("SceneUpdate"); } void HandleUpdate(StringHash eventType, VariantMap& eventData) { // Zoom in/out if (cameraNode !is null) Zoom(cameraNode.GetComponent("Camera")); // Toggle debug geometry with spacebar if (input.keyPress[KEY_Z]) drawDebug = !drawDebug; // Check for loading / saving the scene if (input.keyPress[KEY_F5]) { SaveScene(false); } if (input.keyPress[KEY_F7]) { ReloadScene(false); } } void HandlePostUpdate(StringHash eventType, VariantMap& eventData) { if (character2DNode is null || cameraNode is null) return; cameraNode.position = Vector3(character2DNode.position.x, character2DNode.position.y, -10.0f); // Camera tracks character } void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData) { if (drawDebug) { PhysicsWorld2D@ physicsWorld = scene_.GetComponent("PhysicsWorld2D"); physicsWorld.DrawDebugGeometry(); Node@ tileMapNode = scene_.GetChild("TileMap", true); TileMap2D@ map = tileMapNode.GetComponent("TileMap2D"); map.DrawDebugGeometry(scene_.GetComponent("DebugRenderer"), false); } } void HandleCollisionBegin(StringHash eventType, VariantMap& eventData) { // Get colliding node Node@ hitNode = eventData["NodeA"].GetPtr(); if (hitNode.name == "Imp") hitNode = eventData["NodeB"].GetPtr(); String nodeName = hitNode.name; Character2D@ character = cast(character2DNode.scriptObject); // Handle coins picking if (nodeName == "Coin") { hitNode.Remove(); character.remainingCoins = character.remainingCoins - 1; if (character.remainingCoins == 0) { Text@ instructions = ui.root.GetChild("Instructions", true); instructions.text = "!!! You got all the coins !!!"; } Text@ coinsText = ui.root.GetChild("CoinsText", true); coinsText.text = character.remainingCoins; // Update coins UI counter PlaySound("Powerup.wav"); } // Handle interactions with enemies if (nodeName == "Orc") { AnimatedSprite2D@ animatedSprite = character2DNode.GetComponent("AnimatedSprite2D"); float deltaX = character2DNode.position.x - hitNode.position.x; // Orc killed if character is fighting in its direction when the contact occurs if (animatedSprite.animation == "attack" && (deltaX < 0 == animatedSprite.flipX)) { cast(hitNode.scriptObject).emitTime = 1; if (hitNode.GetChild("Emitter", true) is null) { hitNode.GetComponent("RigidBody2D").Remove(); // Remove Orc's body SpawnEffect(hitNode); PlaySound("BigExplosion.wav"); } } // Player killed if not fighting in the direction of the Orc when the contact occurs else { if (character2DNode.GetChild("Emitter", true) is null) { character.wounded = true; if (nodeName == "Orc") cast(hitNode.scriptObject).fightTimer = 1; SpawnEffect(character2DNode); PlaySound("BigExplosion.wav"); } } } } // Character2D script object class class Character2D : ScriptObject { bool wounded = false; bool killed = false; float timer = 0.0f; int maxCoins = 0; int remainingCoins = 0; int remainingLifes = 3; void Update(float timeStep) { if (character2DNode is null) return; // Handle wounded/killed states if (killed) return; if (wounded) { HandleWoundedState(timeStep); return; } AnimatedSprite2D@ animatedSprite = character2DNode.GetComponent("AnimatedSprite2D"); // Set direction Vector3 moveDir = Vector3(0.0f, 0.0f, 0.0f); // Reset float speedX = Clamp(MOVE_SPEED_X / zoom, 0.4f, 1.0f); float speedY = speedX; if (input.keyDown['A'] || input.keyDown[KEY_LEFT]) { moveDir = moveDir + Vector3(-1.0f, 0.0f, 0.0f) * speedX; animatedSprite.flipX = false; // Flip sprite (reset to default play on the X axis) } if (input.keyDown['D'] || input.keyDown[KEY_RIGHT]) { moveDir = moveDir + Vector3(1.0f, 0.0f, 0.0f) * speedX; animatedSprite.flipX = true; // Flip sprite (flip animation on the X axis) } if (!moveDir.Equals(Vector3(0.0f, 0.0f, 0.0f))) speedY = speedX * MOVE_SPEED_SCALE; if (input.keyDown['W'] || input.keyDown[KEY_UP]) moveDir = moveDir + Vector3(0.0f, 1.0f, 0.0f) * speedY; if (input.keyDown['S'] || input.keyDown[KEY_DOWN]) moveDir = moveDir + Vector3(0.0f, -1.0f, 0.0f) * speedY; // Move if (!moveDir.Equals(Vector3(0.0f, 0.0f, 0.0f))) character2DNode.Translate(moveDir * timeStep); // Animate if (input.keyDown[KEY_SPACE]) { if (animatedSprite.animation != "attack") animatedSprite.SetAnimation("attack", LM_FORCE_LOOPED); } else if (!moveDir.Equals(Vector3(0.0f, 0.0f, 0.0f))) { if (animatedSprite.animation != "run") animatedSprite.SetAnimation("run"); } else if (animatedSprite.animation != "idle") { animatedSprite.SetAnimation("idle"); } } void HandleWoundedState(float timeStep) { RigidBody2D@ body = node.GetComponent("RigidBody2D"); AnimatedSprite2D@ animatedSprite = node.GetComponent("AnimatedSprite2D"); // Play "hit" animation in loop if (animatedSprite.animation != "hit") animatedSprite.SetAnimation("hit", LM_FORCE_LOOPED); // Update timer timer = timer + timeStep; if (timer > 2.0f) { // Reset timer timer = 0.0f; // Clear forces (should be performed by setting linear velocity to zero, but currently doesn't work) body.linearVelocity = Vector2(0.0f, 0.0f); body.awake = false; body.awake = true; // Remove particle emitter node.GetChild("Emitter", true).Remove(); // Update lifes UI and counter remainingLifes = remainingLifes - 1; Text@ lifeText = ui.root.GetChild("LifeText", true); lifeText.text = remainingLifes; // Update lifes UI counter // Reset wounded state wounded = false; // Handle death if (remainingLifes == 0) { HandleDeath(); return; } // Re-position the character to the nearest point if (node.position.x < 15.0f) node.position = Vector3(1.0f, 8.0f, 0.0f); else node.position = Vector3(18.8f, 9.2f, 0.0f); } } void HandleDeath() { RigidBody2D@ body = node.GetComponent("RigidBody2D"); AnimatedSprite2D@ animatedSprite = node.GetComponent("AnimatedSprite2D"); // Set state to 'killed' killed = true; // Update UI elements Text@ instructions = ui.root.GetChild("Instructions", true); instructions.text = "!!! GAME OVER !!!"; ui.root.GetChild("ExitButton", true).visible = true; ui.root.GetChild("PlayButton", true).visible = true; // Show mouse cursor so that we can click input.mouseVisible = true; // Put character outside of the scene and magnify him node.position = Vector3(-20.0f, 0.0f, 0.0f); node.SetScale(1.2f); // Play death animation once if (animatedSprite.animation != "dead2") animatedSprite.SetAnimation("dead2"); } }