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- -- Urho2D sprite example.
- -- This sample demonstrates:
- -- - Creating a 2D scene with sprite
- -- - Displaying the scene using the Renderer subsystem
- -- - Handling keyboard to move and zoom 2D camera
- -- - Usage of Lua Closure to update scene
- require "LuaScripts/Utilities/Sample"
- function Start()
- -- Execute the common startup for samples
- SampleStart()
- -- Create the scene content
- CreateScene()
- -- Create the UI content
- CreateInstructions()
- -- Setup the viewport for displaying the scene
- SetupViewport()
- -- Hook up to the frame update events
- SubscribeToEvents()
- end
- function CreateScene()
- scene_ = Scene()
- -- Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
- -- show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates it
- -- is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
- -- optimizing manner
- scene_:CreateComponent("Octree")
- -- Create a scene node for the camera, which we will move around
- -- The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
- cameraNode = scene_:CreateChild("Camera")
- -- Set an initial position for the camera scene node above the plane
- cameraNode.position = Vector3(0.0, 0.0, -10.0)
- local camera = cameraNode:CreateComponent("Camera")
- camera.orthographic = true
- camera.orthoSize = graphics.height * PIXEL_SIZE
- local sprite = cache:GetResource("Sprite2D", "Urho2D/Aster.png")
- if sprite == nil then
- return
- end
- local spriteNodes = {}
- local NUM_SPRITES = 200
- local halfWidth = graphics.width * PIXEL_SIZE * 0.5
- local halfHeight = graphics.height * PIXEL_SIZE * 0.5
- for i = 1, NUM_SPRITES do
- local spriteNode = scene_:CreateChild("StaticSprite2D")
- spriteNode.position = Vector3(Random(-halfWidth, halfWidth), Random(-halfHeight, halfHeight), 0.0)
- local staticSprite = spriteNode:CreateComponent("StaticSprite2D")
- -- Set color
- staticSprite.color = Color(Random(1.0), Random(1.0), Random(1.0), 1.0)
- -- Set blend mode
- staticSprite.blendMode = BLEND_ALPHA
- -- Set sprite
- staticSprite.sprite = sprite
- -- Set move speed
- spriteNode.moveSpeed = Vector3(Random(-2.0, 2.0), Random(-2.0, 2.0), 0.0)
- -- Set rotate speed
- spriteNode.rotateSpeed = Random(-90.0, 90.0)
- table.insert(spriteNodes, spriteNode)
- end
- scene_.Update = function(self, timeStep)
- for _, spriteNode in ipairs(spriteNodes) do
- local position = spriteNode.position
- local moveSpeed = spriteNode.moveSpeed
- local newPosition = position + moveSpeed * timeStep
- if newPosition.x < -halfWidth or newPosition.x > halfWidth then
- newPosition.x = position.x
- moveSpeed.x = -moveSpeed.x
- end
- if newPosition.y < -halfHeight or newPosition.y > halfHeight then
- newPosition.y = position.y
- moveSpeed.y = -moveSpeed.y
- end
- spriteNode.position = newPosition
- spriteNode:Roll(spriteNode.rotateSpeed * timeStep)
- end
- end
- local animationSet = cache:GetResource("AnimationSet2D", "Urho2D/GoldIcon.scml")
- if animationSet == nil then
- return
- end
- local spriteNode = scene_:CreateChild("AnimatedSprite2D")
- spriteNode.position = Vector3(0.0, 0.0, -1.0)
- local animatedSprite = spriteNode:CreateComponent("AnimatedSprite2D")
- -- Set animation
- animatedSprite:SetAnimation(animationSet, "idle")
- 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.")
- instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
- -- 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 SetupViewport()
- -- 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
- -- at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
- -- use, but now we just use full screen and default render path configured in the engine command line options
- local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
- renderer:SetViewport(0, viewport)
- end
- function MoveCamera(timeStep)
- -- Do not move if the UI has a focused element (the console)
- if ui.focusElement ~= nil then
- return
- end
- -- Movement speed as world units per second
- local MOVE_SPEED = 4.0
- -- 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(0.0, 1.0, 0.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_S) then
- cameraNode:Translate(Vector3(0.0, -1.0, 0.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_A) then
- cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_D) then
- cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_PAGEUP) then
- local camera = cameraNode:GetComponent("Camera")
- camera.zoom = camera.zoom * 1.01
- end
- if input:GetKeyDown(KEY_PAGEDOWN) then
- local camera = cameraNode:GetComponent("Camera")
- camera.zoom = camera.zoom * 0.99
- end
- end
- function SubscribeToEvents()
- -- Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent("Update", "HandleUpdate")
- -- Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample
- UnsubscribeFromEvent("SceneUpdate")
- end
- function HandleUpdate(eventType, eventData)
- -- Take the frame time step, which is stored as a float
- local timeStep = eventData:GetFloat("TimeStep")
- -- Move the camera, scale movement with time step
- MoveCamera(timeStep)
- -- Update scene
- scene_:Update(timeStep)
- 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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