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- -- Urho2D particle example.
- -- This sample demonstrates:
- -- - Creating a 2D scene with particle
- -- - Displaying the scene using the Renderer subsystem
- -- - Handling mouse move to move particle
- require "LuaScripts/Utilities/Sample"
- local particleNode = nil
- function Start()
- -- Execute the common startup for samples
- SampleStart()
- -- Set mouse visible
- input.mouseVisible = true
- -- 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 particleEffect = cache:GetResource("ParticleEffect2D", "Urho2D/sun.pex")
- if particleEffect == nil then
- return
- end
- particleNode = scene_:CreateChild("ParticleEmitter2D")
- local particleEmitter = particleNode:CreateComponent("ParticleEmitter2D")
- particleEmitter.effect = particleEffect
- local greenSpiralEffect = cache:GetResource("ParticleEffect2D", "Urho2D/greenspiral.pex")
- if greenSpiralEffect == nil then
- return
- end
- greenSpiralNode = scene_:CreateChild("GreenSpiral")
- local greenSpiralEmitter = greenSpiralNode:CreateComponent("ParticleEmitter2D")
- greenSpiralEmitter.effect = greenSpiralEffect
- end
- function CreateInstructions()
- -- Construct new Text object, set string to display and font to use
- local instructionText = ui.root:CreateChild("Text")
- instructionText:SetText("Use mouse to move the particle.")
- 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 SubscribeToEvents()
- -- Subscribe HandleMouseMove() function for tracking mouse/touch move events
- SubscribeToEvent("MouseMove", "HandleMouseMove")
- if touchEnabled then SubscribeToEvent("TouchMove", "HandleMouseMove") end
- -- Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample
- UnsubscribeFromEvent("SceneUpdate")
- end
- function HandleMouseMove(eventType, eventData)
- if particleNode ~= nil then
- local x = eventData:GetInt("x")
- local y = eventData:GetInt("y")
- local camera = cameraNode:GetComponent("Camera")
- particleNode.position = camera:ScreenToWorldPoint(Vector3(x / graphics.width, y / graphics.height, 10.0))
- end
- end
- -- Create XML patch instructions for screen joystick layout specific to this sample app
- function GetScreenJoystickPatchString()
- return
- "<patch>" ..
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">" ..
- " <attribute name=\"Is Visible\" value=\"false\" />" ..
- " </add>" ..
- "</patch>"
- end
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