33_Urho2DSpriterAnimation.lua 6.8 KB

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  1. -- Urho2D sprite example.
  2. -- This sample demonstrates:
  3. -- - Creating a 2D scene with spriter animation
  4. -- - Displaying the scene using the Renderer subsystem
  5. -- - Handling keyboard to move and zoom 2D camera
  6. require "LuaScripts/Utilities/Sample"
  7. local spriteNode = nil
  8. local animationIndex = 0
  9. local animationNames =
  10. {
  11. "idle",
  12. "run",
  13. "attack",
  14. "hit",
  15. "dead",
  16. "dead2",
  17. "dead3",
  18. }
  19. function Start()
  20. -- Execute the common startup for samples
  21. SampleStart()
  22. -- Create the scene content
  23. CreateScene()
  24. -- Create the UI content
  25. CreateInstructions()
  26. -- Setup the viewport for displaying the scene
  27. SetupViewport()
  28. -- Hook up to the frame update events
  29. SubscribeToEvents()
  30. end
  31. function CreateScene()
  32. scene_ = Scene()
  33. -- Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
  34. -- show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates it
  35. -- is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
  36. -- optimizing manner
  37. scene_:CreateComponent("Octree")
  38. -- Create a scene node for the camera, which we will move around
  39. -- The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
  40. cameraNode = scene_:CreateChild("Camera")
  41. -- Set an initial position for the camera scene node above the plane
  42. cameraNode.position = Vector3(0.0, 0.0, -10.0)
  43. local camera = cameraNode:CreateComponent("Camera")
  44. camera.orthographic = true
  45. camera.orthoSize = graphics.height * PIXEL_SIZE
  46. local animationSet = cache:GetResource("AnimationSet2D", "Urho2D/imp/imp.scml")
  47. if animationSet == nil then
  48. return
  49. end
  50. spriteNode = scene_:CreateChild("SpriterAnimation")
  51. spriteNode.position = Vector3(-1.4, 2.0, 0.0)
  52. local animatedSprite = spriteNode:CreateComponent("AnimatedSprite2D")
  53. animatedSprite:SetAnimation(animationSet, animationNames[animationIndex + 1])
  54. end
  55. function CreateInstructions()
  56. -- Construct new Text object, set string to display and font to use
  57. local instructionText = ui.root:CreateChild("Text")
  58. instructionText:SetText("Click mouse to play next animation, \nUse WASD keys and mouse to move, Use PageUp PageDown to zoom.")
  59. instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
  60. -- Position the text relative to the screen center
  61. instructionText.horizontalAlignment = HA_CENTER
  62. instructionText.verticalAlignment = VA_CENTER
  63. instructionText:SetPosition(0, ui.root.height / 4)
  64. end
  65. function SetupViewport()
  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. local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
  70. renderer:SetViewport(0, viewport)
  71. end
  72. function MoveCamera(timeStep)
  73. -- Do not move if the UI has a focused element (the console)
  74. if ui.focusElement ~= nil then
  75. return
  76. end
  77. -- Movement speed as world units per second
  78. local MOVE_SPEED = 4.0
  79. -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  80. if input:GetKeyDown(KEY_W) then
  81. cameraNode:Translate(Vector3(0.0, 1.0, 0.0) * MOVE_SPEED * timeStep)
  82. end
  83. if input:GetKeyDown(KEY_S) then
  84. cameraNode:Translate(Vector3(0.0, -1.0, 0.0) * MOVE_SPEED * timeStep)
  85. end
  86. if input:GetKeyDown(KEY_A) then
  87. cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
  88. end
  89. if input:GetKeyDown(KEY_D) then
  90. cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
  91. end
  92. if input:GetKeyDown(KEY_PAGEUP) then
  93. local camera = cameraNode:GetComponent("Camera")
  94. camera.zoom = camera.zoom * 1.01
  95. end
  96. if input:GetKeyDown(KEY_PAGEDOWN) then
  97. local camera = cameraNode:GetComponent("Camera")
  98. camera.zoom = camera.zoom * 0.99
  99. end
  100. end
  101. function SubscribeToEvents()
  102. -- Subscribe HandleUpdate() function for processing update events
  103. SubscribeToEvent("Update", "HandleUpdate")
  104. SubscribeToEvent("MouseButtonDown", "HandleMouseButtonDown")
  105. -- Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample
  106. UnsubscribeFromEvent("SceneUpdate")
  107. end
  108. function HandleUpdate(eventType, eventData)
  109. -- Take the frame time step, which is stored as a float
  110. local timeStep = eventData:GetFloat("TimeStep")
  111. -- Move the camera, scale movement with time step
  112. MoveCamera(timeStep)
  113. end
  114. function HandleMouseButtonDown(eventType, eventData)
  115. local animatedSprite = spriteNode:GetComponent("AnimatedSprite2D")
  116. animationIndex = (animationIndex + 1) % 7
  117. animatedSprite:SetAnimation(animationNames[animationIndex + 1], LM_FORCE_LOOPED)
  118. end
  119. -- Create XML patch instructions for screen joystick layout specific to this sample app
  120. function GetScreenJoystickPatchString()
  121. return
  122. "<patch>" ..
  123. " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />" ..
  124. " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Zoom In</replace>" ..
  125. " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" ..
  126. " <element type=\"Text\">" ..
  127. " <attribute name=\"Name\" value=\"KeyBinding\" />" ..
  128. " <attribute name=\"Text\" value=\"PAGEUP\" />" ..
  129. " </element>" ..
  130. " </add>" ..
  131. " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />" ..
  132. " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Zoom Out</replace>" ..
  133. " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">" ..
  134. " <element type=\"Text\">" ..
  135. " <attribute name=\"Name\" value=\"KeyBinding\" />" ..
  136. " <attribute name=\"Text\" value=\"PAGEDOWN\" />" ..
  137. " </element>" ..
  138. " </add>" ..
  139. "</patch>"
  140. end