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- -- Urho2D physics Constraints sample.
- -- This sample is designed to help understanding and chosing the right constraint.
- -- This sample demonstrates:
- -- - Creating physics constraints
- -- - Creating Edge and Polygon Shapes from vertices
- -- - Displaying physics debug geometry and constraints' joints
- -- - Using SetOrderInLayer to alter the way sprites are drawn in relation to each other
- -- - Using Text3D to display some text affected by zoom
- -- - Setting the background color for the scene
- require "LuaScripts/Utilities/Sample"
- local camera = nil
- local physicsWorld = nil
- local pickedNode = nil
- local dummyBody = nil
- function Start()
- SampleStart()
- CreateScene()
- input.mouseVisible = true -- Show mouse cursor
- CreateInstructions()
- SubscribeToEvents()
- end
- function CreateScene()
- scene_ = Scene()
- scene_:CreateComponent("Octree")
- scene_:CreateComponent("DebugRenderer")
- physicsWorld = scene_:CreateComponent("PhysicsWorld2D")
- physicsWorld.drawJoint = true -- Display the joints (Note that DrawDebugGeometry() must be set to true to acually draw the joints)
- drawDebug = true -- Set DrawDebugGeometry() to true
- -- Create camera
- cameraNode = scene_:CreateChild("Camera")
- cameraNode.position = Vector3(0, 0, 0) -- Note that Z setting is discarded; use camera.zoom instead (see MoveCamera() below for example)
- camera = cameraNode:CreateComponent("Camera")
- camera.orthographic = true
- camera.orthoSize = graphics.height * PIXEL_SIZE
- camera.zoom = 1.2
- renderer:SetViewport(0, Viewport:new(scene_, camera))
- renderer.defaultZone.fogColor = Color(0.1, 0.1, 0.1) -- Set background color for the scene
- -- Create a 4x3 grid
- for i=0, 4 do
- local edgeNode = scene_:CreateChild("VerticalEdge")
- local edgeBody = edgeNode:CreateComponent("RigidBody2D")
- if dummyBody == nil then dummyBody = edgeBody end -- Mark first edge as dummy body (used by mouse pick)
- local edgeShape = edgeNode:CreateComponent("CollisionEdge2D")
- edgeShape:SetVertices(Vector2(i*2.5 -5, -3), Vector2(i*2.5 -5, 3))
- edgeShape.friction = 0.5 -- Set friction
- end
- for j=0, 3 do
- local edgeNode = scene_:CreateChild("HorizontalEdge")
- local edgeBody = edgeNode:CreateComponent("RigidBody2D")
- local edgeShape = edgeNode:CreateComponent("CollisionEdge2D")
- edgeShape:SetVertices(Vector2(-5, j*2 -3), Vector2(5, j*2 -3))
- edgeShape.friction = 0.5 -- Set friction
- end
- -- Create a box (will be cloned later)
- local box = scene_:CreateChild("Box")
- box.position = Vector3(0.8, -2, 0)
- local staticSprite = box:CreateComponent("StaticSprite2D")
- staticSprite.sprite = cache:GetResource("Sprite2D", "Urho2D/Box.png")
- local body = box:CreateComponent("RigidBody2D")
- body.bodyType = BT_DYNAMIC
- body.linearDamping = 0
- body.angularDamping = 0
- local shape = box:CreateComponent("CollisionBox2D") -- Create box shape
- shape.size = Vector2(0.32, 0.32) -- Set size
- shape.density = 1 -- Set shape density (kilograms per meter squared)
- shape.friction = 0.5 -- Set friction
- shape.restitution = 0.1 -- Set restitution (slight bounce)
- -- Create a ball (will be cloned later)
- local ball = scene_:CreateChild("Ball")
- ball.position = Vector3(1.8, -2, 0)
- local staticSprite = ball:CreateComponent("StaticSprite2D")
- staticSprite.sprite = cache:GetResource("Sprite2D", "Urho2D/Ball.png")
- local body = ball:CreateComponent("RigidBody2D")
- body.bodyType = BT_DYNAMIC
- body.linearDamping = 0
- body.angularDamping = 0
- local shape = ball:CreateComponent("CollisionCircle2D") -- Create circle shape
- shape.radius = 0.16 -- Set radius
- shape.density = 1 -- Set shape density (kilograms per meter squared)
- shape.friction = 0.5 -- Set friction
- shape.restitution = 0.6 -- Set restitution: make it bounce
- -- Create a polygon
- local node = scene_:CreateChild("Polygon")
- node.position = Vector3(1.6, -2, 0)
- node:SetScale(0.7)
- local staticSprite = node:CreateComponent("StaticSprite2D")
- staticSprite.sprite = cache:GetResource("Sprite2D", "Urho2D/Aster.png")
- local body = node:CreateComponent("RigidBody2D")
- body.bodyType = BT_DYNAMIC
- local shape = node:CreateComponent("CollisionPolygon2D")
- shape:SetVertices{Vector2(-0.8, -0.3), Vector2(0.5, -0.8), Vector2(0.8, -0.3), Vector2(0.8, 0.5), Vector2(0.5, 0.9), Vector2(-0.5, 0.7)}
- shape.density = 1 -- Set shape density (kilograms per meter squared)
- shape.friction = 0.3 -- Set friction
- shape.restitution = 0 -- Set restitution (no bounce)
- -- Create a ConstraintDistance2D
- CreateFlag("ConstraintDistance2D", -4.97, 3) -- Display Text3D flag
- local boxNode = box:Clone()
- local ballNode = ball:Clone()
- local ballBody = ballNode:GetComponent("RigidBody2D")
- boxNode.position = Vector3(-4.5, 2, 0)
- ballNode.position = Vector3(-3, 2, 0)
- local constraintDistance = boxNode:CreateComponent("ConstraintDistance2D") -- Apply ConstraintDistance2D to box
- constraintDistance.otherBody = ballBody -- Constrain ball to box
- constraintDistance.ownerBodyAnchor = boxNode.position2D
- constraintDistance.otherBodyAnchor = ballNode.position2D
- -- Make the constraint soft (comment to make it rigid, which is its basic behavior)
- constraintDistance.frequencyHz = 4
- constraintDistance.dampingRatio = 0.5
- -- Create a ConstraintFriction2D ********** Not functional. From Box2d samples it seems that 2 anchors are required, Urho2D only provides 1, needs investigation ***********
- CreateFlag("ConstraintFriction2D", 0.03, 1) -- Display Text3D flag
- local boxNode = box:Clone()
- local ballNode = ball:Clone()
- boxNode.position = Vector3(0.5, 0, 0)
- ballNode.position = Vector3(1.5, 0, 0)
- local constraintFriction = boxNode:CreateComponent("ConstraintFriction2D") -- Apply ConstraintDistance2D to box
- constraintFriction.otherBody = ballNode:GetComponent("RigidBody2D") -- Constraint ball to box
- constraintFriction.ownerBodyAnchor = boxNode.position2D
- --constraintFriction.otherBodyAnchor = ballNode.position2D
- --constraintFriction.maxForce = 10 -- ballBody.mass * gravity
- --constraintDistance.maxTorque = 10 -- ballBody.mass * radius * gravity
- -- Create a ConstraintGear2D
- CreateFlag("ConstraintGear2D", -4.97, -1) -- Display Text3D flag
- local baseNode = box:Clone()
- baseNode:GetComponent("RigidBody2D").bodyType = BT_STATIC
- baseNode.position = Vector3(-3.7, -2.5, 0)
- local ball1Node = ball:Clone()
- ball1Node.position = Vector3(-4.5, -2, 0)
- local ball1Body = ball1Node:GetComponent("RigidBody2D")
- local ball2Node = ball:Clone()
- ball2Node.position = Vector3(-3, -2, 0)
- local ball2Body = ball2Node:GetComponent("RigidBody2D")
- local gear1 = baseNode:CreateComponent("ConstraintRevolute2D") -- Apply constraint to baseBox
- gear1.otherBody = ball1Body -- Constrain ball1 to baseBox
- gear1.anchor = ball1Node.position2D
- local gear2 = baseNode:CreateComponent("ConstraintRevolute2D") -- Apply constraint to baseBox
- gear2.otherBody = ball2Body -- Constrain ball2 to baseBox
- gear2.anchor = ball2Node.position2D
- local constraintGear = ball1Node:CreateComponent("ConstraintGear2D") -- Apply constraint to ball1
- constraintGear.otherBody = ball2Body -- Constrain ball2 to ball1
- constraintGear.ownerConstraint = gear1
- constraintGear.otherConstraint = gear2
- constraintGear.ratio=1
- ball1Body:ApplyAngularImpulse(0.015, true) -- Animate
- -- Create a vehicle from a compound of 2 ConstraintWheel2Ds
- CreateFlag("ConstraintWheel2Ds compound", -2.45, -1) -- Display Text3D flag
- local car = box:Clone()
- car.scale = Vector3(4, 1, 0)
- car.position = Vector3(-1.2, -2.3, 0)
- car:GetComponent("StaticSprite2D").orderInLayer = 0 -- Draw car on top of the wheels (set to -1 to draw below)
- local ball1Node = ball:Clone()
- ball1Node.position = Vector3(-1.6, -2.5, 0)
- local ball2Node = ball:Clone()
- ball2Node.position = Vector3(-0.8, -2.5, 0)
- local wheel1 = car:CreateComponent("ConstraintWheel2D")
- wheel1.otherBody = ball1Node:GetComponent("RigidBody2D")
- wheel1.anchor = ball1Node.position2D
- wheel1.axis = Vector2(0, 1)
- wheel1.maxMotorTorque = 20
- wheel1.frequencyHz = 4
- wheel1.dampingRatio = 0.4
- local wheel2 = car:CreateComponent("ConstraintWheel2D")
- wheel2.otherBody = ball2Node:GetComponent("RigidBody2D")
- wheel2.anchor = ball2Node.position2D
- wheel2.axis = Vector2(0, 1)
- wheel2.maxMotorTorque = 10
- wheel2.frequencyHz = 4
- wheel2.dampingRatio = 0.4
- -- Create a ConstraintMotor2D
- CreateFlag("ConstraintMotor2D", 2.53, -1) -- Display Text3D flag
- local boxNode = box:Clone()
- boxNode:GetComponent("RigidBody2D").bodyType = BT_STATIC
- local ballNode = ball:Clone()
- boxNode.position = Vector3(3.8, -2.1, 0)
- ballNode.position = Vector3(3.8, -1.5, 0)
- constraintMotor = boxNode:CreateComponent("ConstraintMotor2D")
- constraintMotor.otherBody = ballNode:GetComponent("RigidBody2D") -- Constrain ball to box
- constraintMotor.linearOffset = Vector2(0, 0.8) -- Set ballNode position relative to boxNode position = (0,0)
- constraintMotor.angularOffset = 0.1
- constraintMotor.maxForce = 5
- constraintMotor.maxTorque = 10
- constraintMotor.correctionFactor = 1
- constraintMotor.collideConnected = true -- doesn't work
- -- Create a ConstraintMouse2D is demonstrated in HandleMouseButtonDown() function. It is used to "grasp" the sprites with the mouse.
- CreateFlag("ConstraintMouse2D", 0.03, -1) -- Display Text3D flag
- -- Create a ConstraintPrismatic2D
- CreateFlag("ConstraintPrismatic2D", 2.53, 3) -- Display Text3D flag
- local boxNode = box:Clone()
- boxNode:GetComponent("RigidBody2D").bodyType = BT_STATIC
- local ballNode = ball:Clone()
- boxNode.position = Vector3(3.3, 2.5, 0)
- ballNode.position = Vector3(4.3, 2, 0)
- local constraintPrismatic = boxNode:CreateComponent("ConstraintPrismatic2D")
- constraintPrismatic.otherBody = ballNode:GetComponent("RigidBody2D") -- Constrain ball to box
- constraintPrismatic.axis = Vector2(1, 1) -- Slide from [0,0] to [1,1]
- constraintPrismatic.anchor = Vector2(4, 2)
- constraintPrismatic.lowerTranslation = -1
- constraintPrismatic.upperTranslation = 0.5
- constraintPrismatic.enableLimit = true
- constraintPrismatic.maxMotorForce = 1
- constraintPrismatic.motorSpeed = 0
- -- Create a ConstraintPulley2D
- CreateFlag("ConstraintPulley2D", 0.03, 3) -- Display Text3D flag
- local boxNode = box:Clone()
- local ballNode = ball:Clone()
- boxNode.position = Vector3(0.5, 2, 0)
- ballNode.position = Vector3(2, 2, 0)
- local constraintPulley = boxNode:CreateComponent("ConstraintPulley2D") -- Apply constraint to box
- constraintPulley.otherBody = ballNode:GetComponent("RigidBody2D") -- Constrain ball to box
- constraintPulley.ownerBodyAnchor = boxNode.position2D
- constraintPulley.otherBodyAnchor = ballNode.position2D
- constraintPulley.ownerBodyGroundAnchor = Vector2(boxNode.position.x, boxNode.position.y + 1)
- constraintPulley.otherBodyGroundAnchor = Vector2(ballNode.position.x, ballNode.position.y + 1)
- constraintPulley.ratio = 1 -- Weight ratio between ownerBody and otherBody
- -- Create a ConstraintRevolute2D
- CreateFlag("ConstraintRevolute2D", -2.45, 3) -- Display Text3D flag
- local boxNode = box:Clone()
- boxNode:GetComponent("RigidBody2D").bodyType = BT_STATIC
- local ballNode = ball:Clone()
- boxNode.position = Vector3(-2, 1.5, 0)
- ballNode.position = Vector3(-1, 2, 0)
- local constraintRevolute = boxNode:CreateComponent("ConstraintRevolute2D") -- Apply constraint to box
- constraintRevolute.otherBody = ballNode:GetComponent("RigidBody2D") -- Constrain ball to box
- constraintRevolute.anchor = Vector2(-1, 1.5)
- constraintRevolute.lowerAngle = -1 -- In radians
- constraintRevolute.upperAngle = 0.5 -- In radians
- constraintRevolute.enableLimit = true
- constraintRevolute.maxMotorTorque = 10
- constraintRevolute.motorSpeed = 0
- constraintRevolute.enableMotor = true
- -- Create a ConstraintRope2D
- CreateFlag("ConstraintRope2D", -4.97, 1) -- Display Text3D flag
- local boxNode = box:Clone()
- boxNode:GetComponent("RigidBody2D").bodyType = BT_STATIC
- local ballNode = ball:Clone()
- boxNode.position = Vector3(-3.7, 0.7, 0)
- ballNode.position = Vector3(-4.5, 0, 0)
- local constraintRope = boxNode:CreateComponent("ConstraintRope2D")
- constraintRope.otherBody = ballNode:GetComponent("RigidBody2D") -- Constrain ball to box
- constraintRope.ownerBodyAnchor = Vector2(0, -0.5) -- Offset from box (OwnerBody) : the rope is rigid from OwnerBody center to this ownerBodyAnchor
- constraintRope.maxLength = 0.9 -- Rope length
- constraintRope.collideConnected = true
- -- Create a ConstraintWeld2D
- CreateFlag("ConstraintWeld2D", -2.45, 1) -- Display Text3D flag
- local boxNode = box:Clone()
- local ballNode = ball:Clone()
- boxNode.position = Vector3(-0.5, 0, 0)
- ballNode.position = Vector3(-2, 0, 0)
- local constraintWeld = boxNode:CreateComponent("ConstraintWeld2D")
- constraintWeld.otherBody = ballNode:GetComponent("RigidBody2D") -- Constrain ball to box
- constraintWeld.anchor = boxNode.position2D
- constraintWeld.frequencyHz = 4
- constraintWeld.dampingRatio = 0.5
- -- ConstraintWheel2D
- CreateFlag("ConstraintWheel2D", 2.53, 1) -- Display Text3D flag
- local boxNode = box:Clone()
- local ballNode = ball:Clone()
- boxNode.position = Vector3(3.8, 0, 0)
- ballNode.position = Vector3(3.8, 0.9, 0)
- local constraintWheel = boxNode:CreateComponent("ConstraintWheel2D")
- constraintWheel.otherBody = ballNode:GetComponent("RigidBody2D") -- Constrain ball to box
- constraintWheel.anchor = ballNode.position2D
- constraintWheel.axis = Vector2(0, 1)
- constraintWheel.enableMotor = true
- constraintWheel.maxMotorTorque = 1
- constraintWheel.motorSpeed = 0
- constraintWheel.frequencyHz = 4
- constraintWheel.dampingRatio = 0.5
- constraintWheel.collideConnected = true -- doesn't work
- end
- function CreateFlag(text, x, y) -- Used to create Tex3D flags
- local flagNode = scene_:CreateChild("Flag")
- flagNode.position = Vector3(x, y, 0)
- local flag3D = flagNode:CreateComponent("Text3D") -- We use Text3D in order to make the text affected by zoom (so that it sticks to 2D)
- flag3D.text = text
- flag3D:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
- 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.\n Space to toggle debug geometry and joints - F5 to save the scene.")
- instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
- instructionText.textAlignment = HA_CENTER -- Center rows in relation to each other
- -- 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 MoveCamera(timeStep)
- if ui.focusElement ~= nil then return end -- Do not move if the UI has a focused element (the console)
- local MOVE_SPEED = 4 -- Movement speed as world units per second
- -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- if input:GetKeyDown(KEY_W) then cameraNode:Translate(Vector3(0, 1, 0) * MOVE_SPEED * timeStep) end
- if input:GetKeyDown(KEY_S) then cameraNode:Translate(Vector3(0, -1, 0) * MOVE_SPEED * timeStep) end
- if input:GetKeyDown(KEY_A) then cameraNode:Translate(Vector3(-1, 0, 0) * MOVE_SPEED * timeStep) end
- if input:GetKeyDown(KEY_D) then cameraNode:Translate(Vector3(1, 0, 0) * MOVE_SPEED * timeStep) end
- if input:GetKeyDown(KEY_PAGEUP) then camera.zoom = camera.zoom * 1.01 end -- Zoom In
- if input:GetKeyDown(KEY_PAGEDOWN) then camera.zoom = camera.zoom * 0.99 end -- Zoom Out
- end
- function SubscribeToEvents()
- SubscribeToEvent("Update", "HandleUpdate")
- SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate")
- SubscribeToEvent("MouseButtonDown", "HandleMouseButtonDown")
- if touchEnabled then SubscribeToEvent("TouchBegin", "HandleTouchBegin3") end
- -- 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:GetFloat("TimeStep")
- MoveCamera(timestep) -- Move the camera according to frame's time step
- if input:GetKeyPress(KEY_SPACE) then drawDebug = not drawDebug end -- Toggle debug geometry with space
- if input:GetKeyPress(KEY_F5) then scene_:SaveXML(fileSystem:GetProgramDir().."Data/Scenes/Constraints.xml") end -- Save scene
- end
- function HandlePostRenderUpdate(eventType, eventData)
- if drawDebug then physicsWorld:DrawDebugGeometry() end
- end
- function HandleMouseButtonDown(eventType, eventData)
- local rigidBody = physicsWorld:GetRigidBody(input.mousePosition.x, input.mousePosition.y) -- Raycast for RigidBody2Ds to pick
- if rigidBody ~= nil then
- pickedNode = rigidBody:GetNode()
- local staticSprite = pickedNode:GetComponent("StaticSprite2D")
- staticSprite.color = Color(1, 0, 0, 1) -- Temporary modify color of the picked sprite
- -- ConstraintMouse2D - Temporary apply this constraint to the pickedNode to allow grasping and moving with the mouse
- local constraintMouse = pickedNode:CreateComponent("ConstraintMouse2D")
- constraintMouse.target = GetMousePositionXY()
- constraintMouse.maxForce = 1000 * rigidBody.mass
- constraintMouse.collideConnected = true
- constraintMouse.otherBody = dummyBody -- Use dummy body instead of rigidBody. It's better to create a dummy body automatically in ConstraintMouse2D
- constraintMouse.dampingRatio = 0
- end
- SubscribeToEvent("MouseMove", "HandleMouseMove")
- SubscribeToEvent("MouseButtonUp", "HandleMouseButtonUp")
- end
- function HandleMouseButtonUp(eventType, eventData)
- if pickedNode ~= nil then
- local staticSprite = pickedNode:GetComponent("StaticSprite2D")
- staticSprite.color = Color(1, 1, 1, 1) -- Restore picked sprite color
- pickedNode:RemoveComponent("ConstraintMouse2D") -- Remove temporary constraint
- pickedNode = nil
- end
- UnsubscribeFromEvent("MouseMove")
- UnsubscribeFromEvent("MouseButtonUp")
- end
- function GetMousePositionXY()
- local screenPoint = Vector3(input.mousePosition.x / graphics.width, input.mousePosition.y / graphics.height, 0)
- local worldPoint = camera:ScreenToWorldPoint(screenPoint)
- return Vector2(worldPoint.x, worldPoint.y)
- end
- function HandleMouseMove(eventType, eventData)
- if pickedNode ~= nil then
- local constraintMouse = pickedNode:GetComponent("ConstraintMouse2D")
- constraintMouse.target = GetMousePositionXY()
- end
- end
- function HandleTouchBegin3(eventType, eventData)
- local rigidBody = physicsWorld:GetRigidBody(eventData:GetInt("X"), eventData:GetInt("Y")) -- Raycast for RigidBody2Ds to pick
- if rigidBody ~= nil then
- pickedNode = rigidBody:GetNode()
- local staticSprite = pickedNode:GetComponent("StaticSprite2D")
- staticSprite.color = Color(1, 0, 0, 1) -- Temporary modify color of the picked sprite
- local rigidBody = pickedNode:GetComponent("RigidBody2D")
- -- ConstraintMouse2D - Temporary apply this constraint to the pickedNode to allow grasping and moving with touch
- local constraintMouse = pickedNode:CreateComponent("ConstraintMouse2D")
- constraintMouse.target = camera:ScreenToWorldPoint(Vector3(eventData:GetInt("X") / graphics.width, eventData:GetInt("Y") / graphics.height, 0))
- constraintMouse.maxForce = 1000 * rigidBody.mass
- constraintMouse.collideConnected = true
- constraintMouse.otherBody = dummyBody -- Use dummy body instead of rigidBody. It's better to create a dummy body automatically in ConstraintMouse2D
- constraintMouse.dampingRatio = 0
- end
- SubscribeToEvent("TouchMove", "HandleTouchMove3")
- SubscribeToEvent("TouchEnd", "HandleTouchEnd3")
- end
- function HandleTouchMove3(eventType, eventData)
- if pickedNode ~= nil then
- local constraintMouse = pickedNode:GetComponent("ConstraintMouse2D")
- constraintMouse.target = camera:ScreenToWorldPoint(Vector3(eventData:GetInt("X") / graphics.width, eventData:GetInt("Y") / graphics.height, 0))
- end
- end
- function HandleTouchEnd3(eventType, eventData)
- if pickedNode ~= nil then
- local staticSprite = pickedNode:GetComponent("StaticSprite2D")
- staticSprite.color = Color(1, 1, 1, 1) -- Restore picked sprite color
- pickedNode:RemoveComponent("ConstraintMouse2D") -- Remove temporary constraint
- pickedNode = nil
- end
- UnsubscribeFromEvent("TouchMove")
- UnsubscribeFromEvent("TouchEnd")
- end
- -- Create XML patch instructions for screen joystick layout specific to this sample app
- function GetScreenJoystickPatchString()
- return
- "<patch>" ..
- " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />" ..
- " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Zoom In</replace>" ..
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" ..
- " <element type=\"Text\">" ..
- " <attribute name=\"Name\" value=\"KeyBinding\" />" ..
- " <attribute name=\"Text\" value=\"PAGEUP\" />" ..
- " </element>" ..
- " </add>" ..
- " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />" ..
- " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Zoom Out</replace>" ..
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">" ..
- " <element type=\"Text\">" ..
- " <attribute name=\"Name\" value=\"KeyBinding\" />" ..
- " <attribute name=\"Text\" value=\"PAGEDOWN\" />" ..
- " </element>" ..
- " </add>" ..
- "</patch>"
- end
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