Urho2DSpriterAnimation.cpp 7.0 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include <Urho3D/Urho2D/AnimatedSprite2D.h>
  23. #include <Urho3D/Urho2D/AnimationSet2D.h>
  24. #include <Urho3D/Graphics/Camera.h>
  25. #include <Urho3D/Core/CoreEvents.h>
  26. #include <Urho3D/Urho2D/Drawable2D.h>
  27. #include <Urho3D/Engine/Engine.h>
  28. #include <Urho3D/UI/Font.h>
  29. #include <Urho3D/Graphics/Graphics.h>
  30. #include <Urho3D/Input/Input.h>
  31. #include <Urho3D/Graphics/Octree.h>
  32. #include <Urho3D/Graphics/Renderer.h>
  33. #include <Urho3D/Resource/ResourceCache.h>
  34. #include <Urho3D/Scene/Scene.h>
  35. #include <Urho3D/UI/Text.h>
  36. #include <Urho3D/Graphics/Zone.h>
  37. #include "Urho2DSpriterAnimation.h"
  38. #include <Urho3D/Container/DebugNew.h>
  39. static const char* animationNames[] =
  40. {
  41. "idle",
  42. "run",
  43. "attack",
  44. "hit",
  45. "dead",
  46. "dead2",
  47. "dead3",
  48. };
  49. DEFINE_APPLICATION_MAIN(Urho2DSpriterAnimation)
  50. Urho2DSpriterAnimation::Urho2DSpriterAnimation(Context* context) :
  51. Sample(context),
  52. animationIndex_(0)
  53. {
  54. }
  55. void Urho2DSpriterAnimation::Start()
  56. {
  57. // Execute base class startup
  58. Sample::Start();
  59. // Create the scene content
  60. CreateScene();
  61. // Create the UI content
  62. CreateInstructions();
  63. // Setup the viewport for displaying the scene
  64. SetupViewport();
  65. // Hook up to the frame update events
  66. SubscribeToEvents();
  67. }
  68. void Urho2DSpriterAnimation::CreateScene()
  69. {
  70. scene_ = new Scene(context_);
  71. scene_->CreateComponent<Octree>();
  72. // Create camera node
  73. cameraNode_ = scene_->CreateChild("Camera");
  74. // Set camera's position
  75. cameraNode_->SetPosition(Vector3(0.0f, 0.0f, -10.0f));
  76. Camera* camera = cameraNode_->CreateComponent<Camera>();
  77. camera->SetOrthographic(true);
  78. Graphics* graphics = GetSubsystem<Graphics>();
  79. camera->SetOrthoSize((float)graphics->GetHeight() * PIXEL_SIZE);
  80. camera->SetZoom(1.5f * Min((float)graphics->GetWidth() / 1280.0f, (float)graphics->GetHeight() / 800.0f)); // Set zoom according to user's resolution to ensure full visibility (initial zoom (1.5) is set for full visibility at 1280x800 resolution)
  81. ResourceCache* cache = GetSubsystem<ResourceCache>();
  82. AnimationSet2D* animationSet = cache->GetResource<AnimationSet2D>("Urho2D/imp/imp.scml");
  83. if (!animationSet)
  84. return;
  85. spriteNode_ = scene_->CreateChild("SpriterAnimation");
  86. spriteNode_->SetPosition(Vector3(0.0f, 2.0f, 0.0f));
  87. AnimatedSprite2D* animatedSprite = spriteNode_->CreateComponent<AnimatedSprite2D>();
  88. animatedSprite->SetAnimation(animationSet, animationNames[animationIndex_]);
  89. }
  90. void Urho2DSpriterAnimation::CreateInstructions()
  91. {
  92. ResourceCache* cache = GetSubsystem<ResourceCache>();
  93. UI* ui = GetSubsystem<UI>();
  94. // Construct new Text object, set string to display and font to use
  95. Text* instructionText = ui->GetRoot()->CreateChild<Text>();
  96. instructionText->SetText("Mouse click to play next animation, \nUse WASD keys to move, use PageUp PageDown keys to zoom.");
  97. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  98. instructionText->SetTextAlignment(HA_CENTER); // Center rows in relation to each other
  99. // Position the text relative to the screen center
  100. instructionText->SetHorizontalAlignment(HA_CENTER);
  101. instructionText->SetVerticalAlignment(VA_CENTER);
  102. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  103. }
  104. void Urho2DSpriterAnimation::SetupViewport()
  105. {
  106. Renderer* renderer = GetSubsystem<Renderer>();
  107. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  108. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  109. renderer->SetViewport(0, viewport);
  110. }
  111. void Urho2DSpriterAnimation::MoveCamera(float timeStep)
  112. {
  113. // Do not move if the UI has a focused element (the console)
  114. if (GetSubsystem<UI>()->GetFocusElement())
  115. return;
  116. Input* input = GetSubsystem<Input>();
  117. // Movement speed as world units per second
  118. const float MOVE_SPEED = 4.0f;
  119. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  120. if (input->GetKeyDown('W'))
  121. cameraNode_->Translate(Vector3::UP * MOVE_SPEED * timeStep);
  122. if (input->GetKeyDown('S'))
  123. cameraNode_->Translate(Vector3::DOWN * MOVE_SPEED * timeStep);
  124. if (input->GetKeyDown('A'))
  125. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  126. if (input->GetKeyDown('D'))
  127. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  128. if (input->GetKeyDown(KEY_PAGEUP))
  129. {
  130. Camera* camera = cameraNode_->GetComponent<Camera>();
  131. camera->SetZoom(camera->GetZoom() * 1.01f);
  132. }
  133. if (input->GetKeyDown(KEY_PAGEDOWN))
  134. {
  135. Camera* camera = cameraNode_->GetComponent<Camera>();
  136. camera->SetZoom(camera->GetZoom() * 0.99f);
  137. }
  138. }
  139. void Urho2DSpriterAnimation::SubscribeToEvents()
  140. {
  141. // Subscribe HandleUpdate() function for processing update events
  142. SubscribeToEvent(E_UPDATE, HANDLER(Urho2DSpriterAnimation, HandleUpdate));
  143. SubscribeToEvent(E_MOUSEBUTTONDOWN, HANDLER(Urho2DSpriterAnimation, HandleMouseButtonDown));
  144. // Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample
  145. UnsubscribeFromEvent(E_SCENEUPDATE);
  146. }
  147. void Urho2DSpriterAnimation::HandleUpdate(StringHash eventType, VariantMap& eventData)
  148. {
  149. using namespace Update;
  150. // Take the frame time step, which is stored as a float
  151. float timeStep = eventData[P_TIMESTEP].GetFloat();
  152. // Move the camera, scale movement with time step
  153. MoveCamera(timeStep);
  154. }
  155. void Urho2DSpriterAnimation::HandleMouseButtonDown(StringHash eventType, VariantMap& eventData)
  156. {
  157. AnimatedSprite2D* animatedSprite = spriteNode_->GetComponent<AnimatedSprite2D>();
  158. animationIndex_ = (animationIndex_ + 1) % 7;
  159. animatedSprite->SetAnimation(animationNames[animationIndex_], LM_FORCE_LOOPED);
  160. }