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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
- #include "Scripts/Utilities/Sample.as"
- Array<Node@> spriteNodes;
- void 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();
- }
- void 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(0.0f, 0.0f, -10.0f);
- Camera@ camera = cameraNode.CreateComponent("Camera");
- camera.orthographic = true;
- camera.orthoSize = graphics.height * PIXEL_SIZE;
- Sprite2D@ sprite = cache.GetResource("Sprite2D", "Urho2D/Aster.png");
- if (sprite is null)
- return;
- uint halfWidth = uint(graphics.width * PIXEL_SIZE * 0.5f);
- uint halfHeight = uint(graphics.height * PIXEL_SIZE * 0.5f);
- // Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
- // quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
- // LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
- // see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
- // same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
- // scene.
- const uint NUM_SPRITES = 200;
- for (uint i = 0; i < NUM_SPRITES; ++i)
- {
- Node@ spriteNode = scene_.CreateChild("StaticSprite2D");
- spriteNode.position = Vector3(Random(-halfWidth, halfWidth), Random(-halfHeight, halfHeight), 0.0f);
- StaticSprite2D@ staticSprite = spriteNode.CreateComponent("StaticSprite2D");
- // Set color
- staticSprite.color = Color(Random(1.0f), Random(1.0f), Random(1.0f), 1.0f);
- // Set blend mode
- staticSprite.blendMode = BLEND_ALPHA;
- // Set sprite
- staticSprite.sprite = sprite;
- spriteNode.vars["MoveSpeed"] = Vector3(Random(-2.0f, 2.0f), Random(-2.0f, 2.0f), 0.0f);
- spriteNode.vars["RotateSpeed"] = Random(-90.0f, 90.0f);
- spriteNodes.Push(spriteNode);
- }
- AnimationSet2D@ animationSet = cache.GetResource("AnimationSet2D", "Urho2D/GoldIcon.scml");
- if (animationSet is null)
- return;
- Node@ spriteNode = scene_.CreateChild("AnimatedSprite2D");
- spriteNode.position = Vector3(0.0f, 0.0f, -1.0f);
- AnimatedSprite2D@ animatedSprite = spriteNode.CreateComponent("AnimatedSprite2D");
- // Set animation
- animatedSprite.SetAnimation(animationSet, "idle");
- }
- void CreateInstructions()
- {
- // Construct new Text object, set string to display and font to use
- Text@ instructionText = ui.root.CreateChild("Text");
- instructionText.text = "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);
- }
- void 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
- Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
- renderer.viewports[0] = viewport;
- }
- void MoveCamera(float timeStep)
- {
- // Do not move if the UI has a focused element (the console)
- if (ui.focusElement !is null)
- return;
- // Movement speed as world units per second
- const float MOVE_SPEED = 4.0f;
- // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- if (input.keyDown['W'])
- cameraNode.Translate(Vector3(0.0f, 1.0f, 0.0f) * MOVE_SPEED * timeStep);
- if (input.keyDown['S'])
- cameraNode.Translate(Vector3(0.0f, -1.0f, 0.0f) * MOVE_SPEED * timeStep);
- if (input.keyDown['A'])
- cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
- if (input.keyDown['D'])
- cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
- if (input.keyDown[KEY_PAGEUP])
- {
- Camera@ camera = cameraNode.GetComponent("Camera");
- camera.zoom = camera.zoom * 1.01f;
- }
- if (input.keyDown[KEY_PAGEDOWN])
- {
- Camera@ camera = cameraNode.GetComponent("Camera");
- camera.zoom = camera.zoom * 0.99f;
- }
- }
- void 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");
- }
- void HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- // Take the frame time step, which is stored as a float
- float timeStep = eventData["TimeStep"].GetFloat();
- // Move the camera, scale movement with time step
- MoveCamera(timeStep);
- float halfWidth = graphics.width * 0.5f * PIXEL_SIZE;
- float halfHeight = graphics.height * 0.5f * PIXEL_SIZE;
- // Go through all sprites
- for (uint i = 0; i < spriteNodes.length; ++i)
- {
- Node@ spriteNode = spriteNodes[i];
- Vector3 moveSpeed = spriteNode.vars["MoveSpeed"].GetVector3();
- Vector3 newPosition = spriteNode.position + moveSpeed * timeStep;
- if (newPosition.x < -halfWidth || newPosition.x > halfWidth)
- {
- newPosition.x = spriteNode.position.x;
- moveSpeed.x = -moveSpeed.x;
- spriteNode.vars["MoveSpeed"] = moveSpeed;
- }
- if (newPosition.y < -halfHeight || newPosition.y > halfHeight)
- {
- newPosition.y = spriteNode.position.y;
- moveSpeed.y = -moveSpeed.y;
- spriteNode.vars["MoveSpeed"] = moveSpeed;
- }
- spriteNode.position = newPosition;
- spriteNode.Roll(spriteNode.vars["RotateSpeed"].GetFloat() * timeStep);
- }
- }
- // Create XML patch instructions for screen joystick layout specific to this sample app
- String patchInstructions =
- "<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>";
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