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- // Moving sprites example.
- // This sample demonstrates:
- // - Adding Sprite elements to the UI
- // - Storing custom data (sprite velocity) inside UI elements
- // - Handling frame update events in which the sprites are moved
- #include "Scripts/Utilities/Sample.as"
- // Number of sprites to draw
- const uint NUM_SPRITES = 100;
- Array<Sprite@> sprites;
- void Start()
- {
- // Execute the common startup for samples
- SampleStart();
- // Create the sprites to the user interface
- CreateSprites();
- // Hook up to the frame update events
- SubscribeToEvents();
- }
- void CreateSprites()
- {
- // Get rendering window size as floats
- float width = graphics.width;
- float height = graphics.height;
- // Get the Urho3D fish texture
- Texture2D@ decalTex = cache.GetResource("Texture2D", "Textures/UrhoDecal.dds");
- for (uint i = 0; i < NUM_SPRITES; ++i)
- {
- // Create a new sprite, set it to use the texture
- Sprite@ sprite = Sprite();
- sprite.texture = decalTex;
- // The UI root element is as big as the rendering window, set random position within it
- sprite.position = Vector2(Random() * width, Random() * height);
- // Set sprite size & hotspot in its center
- sprite.size = IntVector2(128, 128);
- sprite.hotSpot = IntVector2(64, 64);
- // Set random rotation in degrees and random scale
- sprite.rotation = Random() * 360.0f;
- sprite.SetScale(Random(1.0f) + 0.5f);
- // Set random color and additive blending mode
- sprite.color = Color(Random(0.5f) + 0.5f, Random(0.5f) + 0.5f, Random(0.5f) + 0.5f);
- sprite.blendMode = BLEND_ADD;
- // Add as a child of the root UI element
- ui.root.AddChild(sprite);
- // Store sprite's velocity as a custom variable
- sprite.vars["Velocity"] = Vector2(Random(200.0f) - 100.0f, Random(200.0f) - 100.0f);
- // Store sprites to our own container for easy movement update iteration
- sprites.Push(sprite);
- }
- }
- void MoveSprites(float timeStep)
- {
- float width = graphics.width;
- float height = graphics.height;
- // Go through all sprites
- for (uint i = 0; i < sprites.length; ++i)
- {
- Sprite@ sprite = sprites[i];
- // Rotate
- float newRot = sprite.rotation + timeStep * 30.0f;
- sprite.rotation = newRot;
- // Move, wrap around rendering window edges
- Vector2 newPos = sprite.position + sprite.vars["Velocity"].GetVector2() * timeStep;
- if (newPos.x < 0.0f)
- newPos.x += width;
- if (newPos.x >= width)
- newPos.x -= width;
- if (newPos.y < 0.0f)
- newPos.y += height;
- if (newPos.y >= height)
- newPos.y -= height;
- sprite.position = newPos;
- }
- }
- void SubscribeToEvents()
- {
- // Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent("Update", "HandleUpdate");
- }
- void HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- // Take the frame time step, which is stored as a float
- float timeStep = eventData["TimeStep"].GetFloat();
- // Move sprites, scale movement with time step
- MoveSprites(timeStep);
- }
- // Create XML patch instructions for screen joystick layout specific to this sample app
- String patchInstructions =
- "<patch>" +
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">" +
- " <attribute name=\"Is Visible\" value=\"false\" />" +
- " </add>" +
- "</patch>";
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