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- //
- // Copyright (c) 2008-2014 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.
- //
- #include <Urho3D/Urho3D.h>
- #include <Urho3D/Urho2D/AnimatedSprite2D.h>
- #include <Urho3D/Urho2D/AnimationSet2D.h>
- #include <Urho3D/UI/BorderImage.h>
- #include <Urho3D/UI/Button.h>
- #include <Urho3D/Graphics/Camera.h>
- #include <Urho3D/Urho2D/CollisionBox2D.h>
- #include <Urho3D/Urho2D/CollisionChain2D.h>
- #include <Urho3D/Urho2D/CollisionCircle2D.h>
- #include <Urho3D/Urho2D/CollisionPolygon2D.h>
- #include <Urho3D/Core/Context.h>
- #include <Urho3D/Core/CoreEvents.h>
- #include <Urho3D/Engine/Engine.h>
- #include <Urho3D/IO/File.h>
- #include <Urho3D/IO/FileSystem.h>
- #include <Urho3D/UI/Font.h>
- #include <Urho3D/Input/Input.h>
- #include <Urho3D/Urho2D/ParticleEffect2D.h>
- #include <Urho3D/Urho2D/ParticleEmitter2D.h>
- #include <Urho3D/Math/Random.h>
- #include <Urho3D/Resource/ResourceCache.h>
- #include <Urho3D/Urho2D/RigidBody2D.h>
- #include <Urho3D/Scene/Scene.h>
- #include <Urho3D/Audio/Sound.h>
- #include <Urho3D/Audio/SoundSource.h>
- #include <Urho3D/Core/StringUtils.h>
- #include <Urho3D/UI/Text.h>
- #include <Urho3D/Graphics/Texture2D.h>
- #include <Urho3D/Urho2D/TileMap2D.h>
- #include <Urho3D/Urho2D/TileMapLayer2D.h>
- #include <Urho3D/Urho2D/TmxFile2D.h>
- #include <Urho3D/UI/UI.h>
- #include <Urho3D/UI/UIEvents.h>
- #include <Urho3D/Scene/ValueAnimation.h>
- #include <Urho3D/UI/Window.h>
- #include "Utilities2D/Mover.h"
- #include "Sample2D.h"
- Sample2D::Sample2D(Context* context) :
- Object(context)
- {
- }
- Sample2D::~Sample2D()
- {
- }
- void Sample2D::CreateCollisionShapesFromTMXObjects(Node* tileMapNode, TileMapLayer2D* tileMapLayer, TileMapInfo2D info)
- {
- // Create rigid body to the root node
- auto* body = tileMapNode->CreateComponent<RigidBody2D>();
- body->SetBodyType(BT_STATIC);
- // Generate physics collision shapes and rigid bodies from the tmx file's objects located in "Physics" layer
- for (int i = 0; i < tileMapLayer->GetNumObjects(); ++i)
- {
- TileMapObject2D* tileMapObject = tileMapLayer->GetObject(i); // Get physics objects
- // Create collision shape from tmx object
- switch (tileMapObject->GetObjectType())
- {
- case OT_RECTANGLE:
- {
- CreateRectangleShape(tileMapNode, tileMapObject, tileMapObject->GetSize(), info);
- }
- break;
- case OT_ELLIPSE:
- {
- CreateCircleShape(tileMapNode, tileMapObject, tileMapObject->GetSize().x_ / 2, info); // Ellipse is built as a Circle shape as it doesn't exist in Box2D
- }
- break;
- case OT_POLYGON:
- {
- CreatePolygonShape(tileMapNode, tileMapObject);
- }
- break;
- case OT_POLYLINE:
- {
- CreatePolyLineShape(tileMapNode, tileMapObject);
- }
- break;
- }
- }
- }
- CollisionBox2D* Sample2D::CreateRectangleShape(Node* node, TileMapObject2D* object, Vector2 size, TileMapInfo2D info)
- {
- auto* shape = node->CreateComponent<CollisionBox2D>();
- shape->SetSize(size);
- if (info.orientation_ == O_ORTHOGONAL)
- shape->SetCenter(object->GetPosition() + size / 2);
- else
- {
- shape->SetCenter(object->GetPosition() + Vector2(info.tileWidth_ / 2, 0.0f));
- shape->SetAngle(45.0f); // If our tile map is isometric then shape is losange
- }
- shape->SetFriction(0.8f);
- if (object->HasProperty("Friction"))
- shape->SetFriction(ToFloat(object->GetProperty("Friction")));
- return shape;
- }
- CollisionCircle2D* Sample2D::CreateCircleShape(Node* node, TileMapObject2D* object, float radius, TileMapInfo2D info)
- {
- auto* shape = node->CreateComponent<CollisionCircle2D>();
- Vector2 size = object->GetSize();
- if (info.orientation_ == O_ORTHOGONAL)
- shape->SetCenter(object->GetPosition() + size / 2);
- else
- {
- shape->SetCenter(object->GetPosition() + Vector2(info.tileWidth_ / 2, 0.0f));
- }
- shape->SetRadius(radius);
- shape->SetFriction(0.8f);
- if (object->HasProperty("Friction"))
- shape->SetFriction(ToFloat(object->GetProperty("Friction")));
- return shape;
- }
- CollisionPolygon2D* Sample2D::CreatePolygonShape(Node* node, TileMapObject2D* object)
- {
- auto* shape = node->CreateComponent<CollisionPolygon2D>();
- int numVertices = object->GetNumPoints();
- shape->SetVertexCount(numVertices);
- for (int i = 0; i < numVertices; ++i)
- shape->SetVertex(i, object->GetPoint(i));
- shape->SetFriction(0.8f);
- if (object->HasProperty("Friction"))
- shape->SetFriction(ToFloat(object->GetProperty("Friction")));
- return shape;
- }
- CollisionChain2D* Sample2D::CreatePolyLineShape(Node* node, TileMapObject2D* object)
- {
- auto* shape = node->CreateComponent<CollisionChain2D>();
- int numVertices = object->GetNumPoints();
- shape->SetVertexCount(numVertices);
- for (int i = 0; i < numVertices; ++i)
- shape->SetVertex(i, object->GetPoint(i));
- shape->SetFriction(0.8f);
- if (object->HasProperty("Friction"))
- shape->SetFriction(ToFloat(object->GetProperty("Friction")));
- return shape;
- }
- Node* Sample2D::CreateCharacter(TileMapInfo2D info, float friction, Vector3 position, float scale)
- {
- auto* cache = GetSubsystem<ResourceCache>();
- Node* spriteNode = scene_->CreateChild("Imp");
- spriteNode->SetPosition(position);
- spriteNode->SetScale(scale);
- auto* animatedSprite = spriteNode->CreateComponent<AnimatedSprite2D>();
- // Get scml file and Play "idle" anim
- auto* animationSet = cache->GetResource<AnimationSet2D>("Urho2D/imp/imp.scml");
- animatedSprite->SetAnimationSet(animationSet);
- animatedSprite->SetAnimation("idle");
- animatedSprite->SetLayer(3); // Put character over tile map (which is on layer 0) and over Orcs (which are on layer 2)
- auto* impBody = spriteNode->CreateComponent<RigidBody2D>();
- impBody->SetBodyType(BT_DYNAMIC);
- impBody->SetAllowSleep(false);
- auto* shape = spriteNode->CreateComponent<CollisionCircle2D>();
- shape->SetRadius(1.1f); // Set shape size
- shape->SetFriction(friction); // Set friction
- shape->SetRestitution(0.1f); // Bounce
- return spriteNode;
- }
- Node* Sample2D::CreateTrigger()
- {
- Node* node = scene_->CreateChild(); // Clones will be renamed according to object type
- auto* body = node->CreateComponent<RigidBody2D>();
- body->SetBodyType(BT_STATIC);
- auto* shape = node->CreateComponent<CollisionBox2D>(); // Create box shape
- shape->SetTrigger(true);
- return node;
- }
- Node* Sample2D::CreateEnemy()
- {
- auto* cache = GetSubsystem<ResourceCache>();
- Node* node = scene_->CreateChild("Enemy");
- auto* staticSprite = node->CreateComponent<StaticSprite2D>();
- staticSprite->SetSprite(cache->GetResource<Sprite2D>("Urho2D/Aster.png"));
- auto* body = node->CreateComponent<RigidBody2D>();
- body->SetBodyType(BT_STATIC);
- auto* shape = node->CreateComponent<CollisionCircle2D>(); // Create circle shape
- shape->SetRadius(0.25f); // Set radius
- return node;
- }
- Node* Sample2D::CreateOrc()
- {
- auto* cache = GetSubsystem<ResourceCache>();
- Node* node = scene_->CreateChild("Orc");
- node->SetScale(scene_->GetChild("Imp", true)->GetScale());
- auto* animatedSprite = node->CreateComponent<AnimatedSprite2D>();
- auto* animationSet = cache->GetResource<AnimationSet2D>("Urho2D/Orc/Orc.scml");
- animatedSprite->SetAnimationSet(animationSet);
- animatedSprite->SetAnimation("run"); // Get scml file and Play "run" anim
- animatedSprite->SetLayer(2); // Make orc always visible
- auto* body = node->CreateComponent<RigidBody2D>();
- auto* shape = node->CreateComponent<CollisionCircle2D>();
- shape->SetRadius(1.3f); // Set shape size
- shape->SetTrigger(true);
- return node;
- }
- Node* Sample2D::CreateCoin()
- {
- auto* cache = GetSubsystem<ResourceCache>();
- Node* node = scene_->CreateChild("Coin");
- node->SetScale(0.5);
- auto* animatedSprite = node->CreateComponent<AnimatedSprite2D>();
- auto* animationSet = cache->GetResource<AnimationSet2D>("Urho2D/GoldIcon.scml");
- animatedSprite->SetAnimationSet(animationSet); // Get scml file and Play "idle" anim
- animatedSprite->SetAnimation("idle");
- animatedSprite->SetLayer(4);
- auto* body = node->CreateComponent<RigidBody2D>();
- body->SetBodyType(BT_STATIC);
- auto* shape = node->CreateComponent<CollisionCircle2D>(); // Create circle shape
- shape->SetRadius(0.32f); // Set radius
- shape->SetTrigger(true);
- return node;
- }
- Node* Sample2D::CreateMovingPlatform()
- {
- auto* cache = GetSubsystem<ResourceCache>();
- Node* node = scene_->CreateChild("MovingPlatform");
- node->SetScale(Vector3(3.0f, 1.0f, 0.0f));
- auto* staticSprite = node->CreateComponent<StaticSprite2D>();
- staticSprite->SetSprite(cache->GetResource<Sprite2D>("Urho2D/Box.png"));
- auto* body = node->CreateComponent<RigidBody2D>();
- body->SetBodyType(BT_STATIC);
- auto* shape = node->CreateComponent<CollisionBox2D>(); // Create box shape
- shape->SetSize(Vector2(0.32f, 0.32f)); // Set box size
- shape->SetFriction(0.8f); // Set friction
- return node;
- }
- void Sample2D::PopulateMovingEntities(TileMapLayer2D* movingEntitiesLayer)
- {
- // Create enemy (will be cloned at each placeholder)
- Node* enemyNode = CreateEnemy();
- Node* orcNode = CreateOrc();
- Node* platformNode = CreateMovingPlatform();
- // Instantiate enemies and moving platforms at each placeholder (placeholders are Poly Line objects defining a path from points)
- for (int i=0; i < movingEntitiesLayer->GetNumObjects(); ++i)
- {
- // Get placeholder object
- TileMapObject2D* movingObject = movingEntitiesLayer->GetObject(i); // Get placeholder object
- if (movingObject->GetObjectType() == OT_POLYLINE)
- {
- // Clone the enemy and position it at placeholder point
- Node* movingClone;
- Vector2 offset = Vector2(0.0f, 0.0f);
- if (movingObject->GetType() == "Enemy")
- {
- movingClone = enemyNode->Clone();
- offset = Vector2(0.0f, -0.32f);
- }
- else if (movingObject->GetType() == "Orc")
- movingClone = orcNode->Clone();
- else if (movingObject->GetType() == "MovingPlatform")
- movingClone = platformNode->Clone();
- else
- continue;
- movingClone->SetPosition2D(movingObject->GetPoint(0) + offset);
- // Create script object that handles entity translation along its path
- auto* mover = movingClone->CreateComponent<Mover>();
- // Set path from points
- PODVector<Vector2> path = CreatePathFromPoints(movingObject, offset);
- mover->path_ = path;
- // Override default speed
- if (movingObject->HasProperty("Speed"))
- mover->speed_ = ToFloat(movingObject->GetProperty("Speed"));
- }
- }
- // Remove nodes used for cloning purpose
- enemyNode->Remove();
- orcNode->Remove();
- platformNode->Remove();
- }
- void Sample2D::PopulateCoins(TileMapLayer2D* coinsLayer)
- {
- // Create coin (will be cloned at each placeholder)
- Node* coinNode = CreateCoin();
- // Instantiate coins to pick at each placeholder
- for (int i=0; i < coinsLayer->GetNumObjects(); ++i)
- {
- TileMapObject2D* coinObject = coinsLayer->GetObject(i); // Get placeholder object
- Node* coinClone = coinNode->Clone();
- coinClone->SetPosition2D(coinObject->GetPosition() + coinObject->GetSize() / 2 + Vector2(0.0f, 0.16f));
- }
- // Remove node used for cloning purpose
- coinNode->Remove();
- }
- void Sample2D::PopulateTriggers(TileMapLayer2D* triggersLayer)
- {
- // Create trigger node (will be cloned at each placeholder)
- Node* triggerNode = CreateTrigger();
- // Instantiate triggers at each placeholder (Rectangle objects)
- for (int i=0; i < triggersLayer->GetNumObjects(); ++i)
- {
- TileMapObject2D* triggerObject = triggersLayer->GetObject(i); // Get placeholder object
- if (triggerObject->GetObjectType() == OT_RECTANGLE)
- {
- Node* triggerClone = triggerNode->Clone();
- triggerClone->SetName(triggerObject->GetType());
- auto* shape = triggerClone->GetComponent<CollisionBox2D>();
- shape->SetSize(triggerObject->GetSize());
- triggerClone->SetPosition2D(triggerObject->GetPosition() + triggerObject->GetSize() / 2);
- }
- }
- }
- float Sample2D::Zoom(Camera* camera)
- {
- auto* input = GetSubsystem<Input>();
- float zoom_ = camera->GetZoom();
- if (input->GetMouseMoveWheel() != 0)
- zoom_ = Clamp(zoom_ + input->GetMouseMoveWheel() * 0.1f, CAMERA_MIN_DIST, CAMERA_MAX_DIST);
- camera->SetZoom(zoom_);
- if (input->GetKeyDown(KEY_PAGEUP))
- {
- zoom_ = Clamp(zoom_ * 1.01f, CAMERA_MIN_DIST, CAMERA_MAX_DIST);
- camera->SetZoom(zoom_);
- }
- if (input->GetKeyDown(KEY_PAGEDOWN))
- {
- zoom_ = Clamp(zoom_ * 0.99f, CAMERA_MIN_DIST, CAMERA_MAX_DIST);
- camera->SetZoom(zoom_);
- }
- return zoom_;
- }
- PODVector<Vector2> Sample2D::CreatePathFromPoints(TileMapObject2D* object, Vector2 offset)
- {
- PODVector<Vector2> path;
- for (int i=0; i < object->GetNumPoints(); ++i)
- path.Push(object->GetPoint(i) + offset);
- return path;
- }
- void Sample2D::CreateUIContent(String demoTitle, int remainingLifes, int remainingCoins)
- {
- auto* cache = GetSubsystem<ResourceCache>();
- auto* ui = GetSubsystem<UI>();
- // Set the default UI style and font
- ui->GetRoot()->SetDefaultStyle(cache->GetResource<XMLFile>("UI/DefaultStyle.xml"));
- auto* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
- // We create in-game UIs (coins and lifes) first so that they are hidden by the fullscreen UI (we could also temporary hide them using SetVisible)
- // Create the UI for displaying the remaining coins
- auto* coinsUI = ui->GetRoot()->CreateChild<BorderImage>("Coins");
- coinsUI->SetTexture(cache->GetResource<Texture2D>("Urho2D/GoldIcon.png"));
- coinsUI->SetSize(50, 50);
- coinsUI->SetImageRect(IntRect(0, 64, 60, 128));
- coinsUI->SetAlignment(HA_LEFT, VA_TOP);
- coinsUI->SetPosition(5, 5);
- auto* coinsText = coinsUI->CreateChild<Text>("CoinsText");
- coinsText->SetAlignment(HA_CENTER, VA_CENTER);
- coinsText->SetFont(font, 24);
- coinsText->SetTextEffect(TE_SHADOW);
- coinsText->SetText(String(remainingCoins));
- // Create the UI for displaying the remaining lifes
- auto* lifeUI = ui->GetRoot()->CreateChild<BorderImage>("Life");
- lifeUI->SetTexture(cache->GetResource<Texture2D>("Urho2D/imp/imp_all.png"));
- lifeUI->SetSize(70, 80);
- lifeUI->SetAlignment(HA_RIGHT, VA_TOP);
- lifeUI->SetPosition(-5, 5);
- auto* lifeText = lifeUI->CreateChild<Text>("LifeText");
- lifeText->SetAlignment(HA_CENTER, VA_CENTER);
- lifeText->SetFont(font, 24);
- lifeText->SetTextEffect(TE_SHADOW);
- lifeText->SetText(String(remainingLifes));
- // Create the fullscreen UI for start/end
- auto* fullUI = ui->GetRoot()->CreateChild<Window>("FullUI");
- fullUI->SetStyleAuto();
- fullUI->SetSize(ui->GetRoot()->GetWidth(), ui->GetRoot()->GetHeight());
- fullUI->SetEnabled(false); // Do not react to input, only the 'Exit' and 'Play' buttons will
- // Create the title
- auto* title = fullUI->CreateChild<BorderImage>("Title");
- title->SetMinSize(fullUI->GetWidth(), 50);
- title->SetTexture(cache->GetResource<Texture2D>("Textures/HeightMap.png"));
- title->SetFullImageRect();
- title->SetAlignment(HA_CENTER, VA_TOP);
- auto* titleText = title->CreateChild<Text>("TitleText");
- titleText->SetAlignment(HA_CENTER, VA_CENTER);
- titleText->SetFont(font, 24);
- titleText->SetText(demoTitle);
- // Create the image
- auto* spriteUI = fullUI->CreateChild<BorderImage>("Sprite");
- spriteUI->SetTexture(cache->GetResource<Texture2D>("Urho2D/imp/imp_all.png"));
- spriteUI->SetSize(238, 271);
- spriteUI->SetAlignment(HA_CENTER, VA_CENTER);
- spriteUI->SetPosition(0, - ui->GetRoot()->GetHeight() / 4);
- // Create the 'EXIT' button
- auto* exitButton = ui->GetRoot()->CreateChild<Button>("ExitButton");
- exitButton->SetStyleAuto();
- exitButton->SetFocusMode(FM_RESETFOCUS);
- exitButton->SetSize(100, 50);
- exitButton->SetAlignment(HA_CENTER, VA_CENTER);
- exitButton->SetPosition(-100, 0);
- auto* exitText = exitButton->CreateChild<Text>("ExitText");
- exitText->SetAlignment(HA_CENTER, VA_CENTER);
- exitText->SetFont(font, 24);
- exitText->SetText("EXIT");
- SubscribeToEvent(exitButton, E_RELEASED, URHO3D_HANDLER(Sample2D, HandleExitButton));
- // Create the 'PLAY' button
- auto* playButton = ui->GetRoot()->CreateChild<Button>("PlayButton");
- playButton->SetStyleAuto();
- playButton->SetFocusMode(FM_RESETFOCUS);
- playButton->SetSize(100, 50);
- playButton->SetAlignment(HA_CENTER, VA_CENTER);
- playButton->SetPosition(100, 0);
- auto* playText = playButton->CreateChild<Text>("PlayText");
- playText->SetAlignment(HA_CENTER, VA_CENTER);
- playText->SetFont(font, 24);
- playText->SetText("PLAY");
- // SubscribeToEvent(playButton, E_RELEASED, HANDLER(Urho2DPlatformer, HandlePlayButton));
- // Create the instructions
- auto* instructionText = ui->GetRoot()->CreateChild<Text>("Instructions");
- instructionText->SetText("Use WASD keys or Arrows to move\nPageUp/PageDown/MouseWheel to zoom\nF5/F7 to save/reload scene\n'Z' to toggle debug geometry\nSpace to fight");
- instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
- instructionText->SetTextAlignment(HA_CENTER); // Center rows in relation to each other
- instructionText->SetAlignment(HA_CENTER, VA_CENTER);
- instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
- // Show mouse cursor
- auto* input = GetSubsystem<Input>();
- input->SetMouseVisible(true);
- }
- void Sample2D::HandleExitButton(StringHash eventType, VariantMap& eventData)
- {
- auto* engine = GetSubsystem<Engine>();
- engine->Exit();
- }
- void Sample2D::SaveScene(bool initial)
- {
- String filename = demoFilename_;
- if (!initial)
- filename += "InGame";
- File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/" + filename + ".xml", FILE_WRITE);
- scene_->SaveXML(saveFile);
- }
- void Sample2D::CreateBackgroundSprite(TileMapInfo2D info, float scale, String texture, bool animate)
- {
- auto* cache = GetSubsystem<ResourceCache>();
- Node* node = scene_->CreateChild("Background");
- node->SetPosition(Vector3(info.GetMapWidth(), info.GetMapHeight(), 0) / 2);
- node->SetScale(scale);
- auto* sprite = node->CreateComponent<StaticSprite2D>();
- sprite->SetSprite(cache->GetResource<Sprite2D>(texture));
- SetRandomSeed(Time::GetSystemTime()); // Randomize from system clock
- sprite->SetColor(Color(Random(0.0f, 1.0f), Random(0.0f, 1.0f), Random(0.0f, 1.0f), 1.0f));
- // Create rotation animation
- if (animate)
- {
- SharedPtr<ValueAnimation> animation(new ValueAnimation(context_));
- animation->SetKeyFrame(0, Variant(Quaternion(0.0f, 0.0f, 0.0f)));
- animation->SetKeyFrame(1, Variant(Quaternion(0.0f, 0.0f, 180.0f)));
- animation->SetKeyFrame(2, Variant(Quaternion(0.0f, 0.0f, 0.0f)));
- node->SetAttributeAnimation("Rotation", animation, WM_LOOP, 0.05f);
- }
- }
- void Sample2D::SpawnEffect(Node* node)
- {
- auto* cache = GetSubsystem<ResourceCache>();
- Node* particleNode = node->CreateChild("Emitter");
- particleNode->SetScale(0.5 / node->GetScale().x_);
- auto* particleEmitter = particleNode->CreateComponent<ParticleEmitter2D>();
- particleEmitter->SetLayer(2);
- particleEmitter->SetEffect(cache->GetResource<ParticleEffect2D>("Urho2D/sun.pex"));
- }
- void Sample2D::PlaySoundEffect(String soundName)
- {
- auto* cache = GetSubsystem<ResourceCache>();
- auto* source = scene_->CreateComponent<SoundSource>();
- auto* sound = cache->GetResource<Sound>("Sounds/" + soundName);
- if (sound != NULL) {
- source->SetAutoRemoveMode(REMOVE_COMPONENT);
- source->Play(sound);
- }
- }
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