25_Urho2DParticle.as 4.4 KB

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  1. // Urho2D particle example.
  2. // This sample demonstrates:
  3. // - Creating a 2D scene with particle
  4. // - Displaying the scene using the Renderer subsystem
  5. // - Handling mouse move to move particle
  6. #include "Scripts/Utilities/Sample.as"
  7. Node@ particleNode;
  8. void Start()
  9. {
  10. // Execute the common startup for samples
  11. SampleStart();
  12. // Set mouse visible
  13. input.mouseVisible = true;
  14. // Create the scene content
  15. CreateScene();
  16. // Create the UI content
  17. CreateInstructions();
  18. // Setup the viewport for displaying the scene
  19. SetupViewport();
  20. // Hook up to the frame update events
  21. SubscribeToEvents();
  22. }
  23. void CreateScene()
  24. {
  25. scene_ = Scene();
  26. // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
  27. // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
  28. // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
  29. // optimizing manner
  30. scene_.CreateComponent("Octree");
  31. // Create a scene node for the camera, which we will move around
  32. // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
  33. cameraNode = scene_.CreateChild("Camera");
  34. // Set an initial position for the camera scene node above the plane
  35. cameraNode.position = Vector3(0.0f, 0.0f, -10.0f);
  36. Camera@ camera = cameraNode.CreateComponent("Camera");
  37. camera.orthographic = true;
  38. camera.orthoSize = graphics.height * PIXEL_SIZE;
  39. ParticleEffect2D@ particleEffect = cache.GetResource("ParticleEffect2D", "Urho2D/sun.pex");
  40. if (particleEffect is null)
  41. return;
  42. particleNode = scene_.CreateChild("ParticleEmitter2D");
  43. ParticleEmitter2D@ particleEmitter = particleNode.CreateComponent("ParticleEmitter2D");
  44. particleEmitter.effect = particleEffect;
  45. ParticleEffect2D@ greenSpiralEffect = cache.GetResource("ParticleEffect2D", "Urho2D/greenspiral.pex");
  46. if (greenSpiralEffect is null)
  47. return;
  48. Node@ greenSpiralNode = scene_.CreateChild("GreenSpiral");
  49. ParticleEmitter2D@ greenSpiralEmitter = greenSpiralNode.CreateComponent("ParticleEmitter2D");
  50. greenSpiralEmitter.effect = greenSpiralEffect;
  51. }
  52. void CreateInstructions()
  53. {
  54. // Construct new Text object, set string to display and font to use
  55. Text@ instructionText = ui.root.CreateChild("Text");
  56. instructionText.text = "Use mouse to move the particle.";
  57. instructionText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
  58. // Position the text relative to the screen center
  59. instructionText.horizontalAlignment = HA_CENTER;
  60. instructionText.verticalAlignment = VA_CENTER;
  61. instructionText.SetPosition(0, ui.root.height / 4);
  62. }
  63. void SetupViewport()
  64. {
  65. // 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
  66. // at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
  67. // use, but now we just use full screen and default render path configured in the engine command line options
  68. Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
  69. renderer.viewports[0] = viewport;
  70. }
  71. void SubscribeToEvents()
  72. {
  73. // Subscribe HandleMouseMove() function for tracking mouse/touch move events
  74. SubscribeToEvent("MouseMove", "HandleMouseMove");
  75. if (touchEnabled)
  76. SubscribeToEvent("TouchMove", "HandleMouseMove");
  77. // Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample
  78. UnsubscribeFromEvent("SceneUpdate");
  79. }
  80. void HandleMouseMove(StringHash eventType, VariantMap& eventData)
  81. {
  82. if (particleNode !is null)
  83. {
  84. float x = eventData["x"].GetInt();
  85. float y = eventData["y"].GetInt();
  86. Camera@ camera = cameraNode.GetComponent("Camera");
  87. particleNode.position = camera.ScreenToWorldPoint(Vector3(x / graphics.width, y / graphics.height, 10.0f));
  88. }
  89. }
  90. // Create XML patch instructions for screen joystick layout specific to this sample app
  91. String patchInstructions =
  92. "<patch>" +
  93. " <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">" +
  94. " <attribute name=\"Is Visible\" value=\"false\" />" +
  95. " </add>" +
  96. "</patch>";