25_Urho2DParticle.as 4.6 KB

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  1. // Urho2D particle example.
  2. // This sample demonstrates:
  3. // - Creating a 2D scene with particle
  4. // - Displaying the scene using the Renderer subsystem
  5. // - Handling mouse move to move particle
  6. #include "Scripts/Utilities/Sample.as"
  7. Node@ particleNode;
  8. void Start()
  9. {
  10. // Execute the common startup for samples
  11. SampleStart();
  12. // Set mouse visible
  13. input.mouseVisible = true;
  14. // Create the scene content
  15. CreateScene();
  16. // Create the UI content
  17. CreateInstructions();
  18. // Setup the viewport for displaying the scene
  19. SetupViewport();
  20. // Hook up to the frame update events
  21. SubscribeToEvents();
  22. }
  23. void CreateScene()
  24. {
  25. scene_ = Scene();
  26. // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
  27. // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
  28. // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
  29. // optimizing manner
  30. scene_.CreateComponent("Octree");
  31. // Create a scene node for the camera, which we will move around
  32. // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
  33. cameraNode = scene_.CreateChild("Camera");
  34. // Set an initial position for the camera scene node above the plane
  35. cameraNode.position = Vector3(0.0f, 0.0f, -10.0f);
  36. Camera@ camera = cameraNode.CreateComponent("Camera");
  37. camera.orthographic = true;
  38. camera.orthoSize = graphics.height * PIXEL_SIZE;
  39. camera.zoom = 1.2f * Min(graphics.width / 1280.0f, graphics.height / 800.0f); // Set zoom according to user's resolution to ensure full visibility (initial zoom (1.2) is set for full visibility at 1280x800 resolution)
  40. ParticleEffect2D@ particleEffect = cache.GetResource("ParticleEffect2D", "Urho2D/sun.pex");
  41. if (particleEffect is null)
  42. return;
  43. particleNode = scene_.CreateChild("ParticleEmitter2D");
  44. ParticleEmitter2D@ particleEmitter = particleNode.CreateComponent("ParticleEmitter2D");
  45. particleEmitter.effect = particleEffect;
  46. ParticleEffect2D@ greenSpiralEffect = cache.GetResource("ParticleEffect2D", "Urho2D/greenspiral.pex");
  47. if (greenSpiralEffect is null)
  48. return;
  49. Node@ greenSpiralNode = scene_.CreateChild("GreenSpiral");
  50. ParticleEmitter2D@ greenSpiralEmitter = greenSpiralNode.CreateComponent("ParticleEmitter2D");
  51. greenSpiralEmitter.effect = greenSpiralEffect;
  52. }
  53. void CreateInstructions()
  54. {
  55. // Construct new Text object, set string to display and font to use
  56. Text@ instructionText = ui.root.CreateChild("Text");
  57. instructionText.text = "Use mouse to move the particle.";
  58. instructionText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
  59. // Position the text relative to the screen center
  60. instructionText.horizontalAlignment = HA_CENTER;
  61. instructionText.verticalAlignment = VA_CENTER;
  62. instructionText.SetPosition(0, ui.root.height / 4);
  63. }
  64. void SetupViewport()
  65. {
  66. // 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
  67. // at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
  68. // use, but now we just use full screen and default render path configured in the engine command line options
  69. Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
  70. renderer.viewports[0] = viewport;
  71. }
  72. void SubscribeToEvents()
  73. {
  74. // Subscribe HandleMouseMove() function for tracking mouse/touch move events
  75. SubscribeToEvent("MouseMove", "HandleMouseMove");
  76. if (touchEnabled)
  77. SubscribeToEvent("TouchMove", "HandleMouseMove");
  78. // Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample
  79. UnsubscribeFromEvent("SceneUpdate");
  80. }
  81. void HandleMouseMove(StringHash eventType, VariantMap& eventData)
  82. {
  83. if (particleNode !is null)
  84. {
  85. float x = eventData["x"].GetInt();
  86. float y = eventData["y"].GetInt();
  87. Camera@ camera = cameraNode.GetComponent("Camera");
  88. particleNode.position = camera.ScreenToWorldPoint(Vector3(x / graphics.width, y / graphics.height, 10.0f));
  89. }
  90. }
  91. // Create XML patch instructions for screen joystick layout specific to this sample app
  92. String patchInstructions =
  93. "<patch>" +
  94. " <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">" +
  95. " <attribute name=\"Is Visible\" value=\"false\" />" +
  96. " </add>" +
  97. "</patch>";