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- //
- // Copyright (c) 2008-2020 the Urho3D project.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include <Urho3D/Audio/Audio.h>
- #include <Urho3D/Urho2D/AnimatedSprite2D.h>
- #include <Urho3D/Urho2D/AnimationSet2D.h>
- #include <Urho3D/UI/Button.h>
- #include <Urho3D/Graphics/Camera.h>
- #include <Urho3D/Urho2D/CollisionBox2D.h>
- #include <Urho3D/Urho2D/CollisionChain2D.h>
- #include <Urho3D/Urho2D/CollisionCircle2D.h>
- #include <Urho3D/Urho2D/CollisionPolygon2D.h>
- #include <Urho3D/Core/CoreEvents.h>
- #include <Urho3D/Graphics/DebugRenderer.h>
- #include <Urho3D/Engine/Engine.h>
- #include <Urho3D/UI/Font.h>
- #include <Urho3D/Graphics/Graphics.h>
- #include <Urho3D/Graphics/GraphicsEvents.h>
- #include <Urho3D/Input/Input.h>
- #include <Urho3D/Graphics/Octree.h>
- #include <Urho3D/Urho2D/PhysicsEvents2D.h>
- #include <Urho3D/Urho2D/PhysicsWorld2D.h>
- #include <Urho3D/Graphics/Renderer.h>
- #include <Urho3D/Resource/ResourceCache.h>
- #include <Urho3D/Urho2D/RigidBody2D.h>
- #include <Urho3D/Scene/Scene.h>
- #include <Urho3D/Scene/SceneEvents.h>
- #include <Urho3D/Core/StringUtils.h>
- #include <Urho3D/UI/Text.h>
- #include <Urho3D/Urho2D/TileMap2D.h>
- #include <Urho3D/Urho2D/TileMapLayer2D.h>
- #include <Urho3D/Urho2D/TmxFile2D.h>
- #include <Urho3D/UI/UI.h>
- #include <Urho3D/UI/UIEvents.h>
- #include <Urho3D/Graphics/Zone.h>
- #include <Urho3D/DebugNew.h>
- #include "Character2D.h"
- #include "Utilities2D/Sample2D.h"
- #include "Utilities2D/Mover.h"
- #include "Urho2DPlatformer.h"
- URHO3D_DEFINE_APPLICATION_MAIN(Urho2DPlatformer)
- Urho2DPlatformer::Urho2DPlatformer(Context* context) :
- Sample(context)
- {
- // Register factory for the Character2D component so it can be created via CreateComponent
- Character2D::RegisterObject(context);
- // Register factory and attributes for the Mover component so it can be created via CreateComponent, and loaded / saved
- Mover::RegisterObject(context);
- }
- void Urho2DPlatformer::Setup()
- {
- Sample::Setup();
- engineParameters_[EP_SOUND] = true;
- }
- void Urho2DPlatformer::Start()
- {
- // Execute base class startup
- Sample::Start();
- sample2D_ = new Sample2D(context_);
- // Set filename for load/save functions
- sample2D_->demoFilename_ = "Platformer2D";
- // Create the scene content
- CreateScene();
- // Create the UI content
- sample2D_->CreateUIContent("PLATFORMER 2D DEMO", character2D_->remainingLifes_, character2D_->remainingCoins_);
- auto* ui = GetSubsystem<UI>();
- Button* playButton = static_cast<Button*>(ui->GetRoot()->GetChild("PlayButton", true));
- SubscribeToEvent(playButton, E_RELEASED, URHO3D_HANDLER(Urho2DPlatformer, HandlePlayButton));
- // Hook up to the frame update events
- SubscribeToEvents();
- }
- void Urho2DPlatformer::CreateScene()
- {
- scene_ = new Scene(context_);
- sample2D_->scene_ = scene_;
- // Create the Octree, DebugRenderer and PhysicsWorld2D components to the scene
- scene_->CreateComponent<Octree>();
- scene_->CreateComponent<DebugRenderer>();
- /*PhysicsWorld2D* physicsWorld =*/ scene_->CreateComponent<PhysicsWorld2D>();
- // Create camera
- cameraNode_ = scene_->CreateChild("Camera");
- auto* camera = cameraNode_->CreateComponent<Camera>();
- camera->SetOrthographic(true);
- auto* graphics = GetSubsystem<Graphics>();
- camera->SetOrthoSize((float)graphics->GetHeight() * PIXEL_SIZE);
- camera->SetZoom(2.0f * Min((float)graphics->GetWidth() / 1280.0f, (float)graphics->GetHeight() / 800.0f)); // Set zoom according to user's resolution to ensure full visibility (initial zoom (2.0) is set for full visibility at 1280x800 resolution)
- // Setup the viewport for displaying the scene
- SharedPtr<Viewport> viewport(new Viewport(context_, scene_, camera));
- auto* renderer = GetSubsystem<Renderer>();
- renderer->SetViewport(0, viewport);
- // Set background color for the scene
- Zone* zone = renderer->GetDefaultZone();
- zone->SetFogColor(Color(0.2f, 0.2f, 0.2f));
- // Create tile map from tmx file
- auto* cache = GetSubsystem<ResourceCache>();
- SharedPtr<Node> tileMapNode(scene_->CreateChild("TileMap"));
- auto* tileMap = tileMapNode->CreateComponent<TileMap2D>();
- tileMap->SetTmxFile(cache->GetResource<TmxFile2D>("Urho2D/Tilesets/Ortho.tmx"));
- const TileMapInfo2D& info = tileMap->GetInfo();
- // Create Spriter Imp character (from sample 33_SpriterAnimation)
- Node* spriteNode = sample2D_->CreateCharacter(info, 0.8f, Vector3(1.0f, 8.0f, 0.0f), 0.2f);
- character2D_ = spriteNode->CreateComponent<Character2D>(); // Create a logic component to handle character behavior
- // Generate physics collision shapes from the tmx file's objects located in "Physics" (top) layer
- TileMapLayer2D* tileMapLayer = tileMap->GetLayer(tileMap->GetNumLayers() - 1);
- sample2D_->CreateCollisionShapesFromTMXObjects(tileMapNode, tileMapLayer, info);
- // Instantiate enemies and moving platforms at each placeholder of "MovingEntities" layer (placeholders are Poly Line objects defining a path from points)
- sample2D_->PopulateMovingEntities(tileMap->GetLayer(tileMap->GetNumLayers() - 2));
- // Instantiate coins to pick at each placeholder of "Coins" layer (placeholders for coins are Rectangle objects)
- TileMapLayer2D* coinsLayer = tileMap->GetLayer(tileMap->GetNumLayers() - 3);
- sample2D_->PopulateCoins(coinsLayer);
- // Init coins counters
- character2D_->remainingCoins_ = coinsLayer->GetNumObjects();
- character2D_->maxCoins_ = coinsLayer->GetNumObjects();
- //Instantiate triggers (for ropes, ladders, lava, slopes...) at each placeholder of "Triggers" layer (placeholders for triggers are Rectangle objects)
- sample2D_->PopulateTriggers(tileMap->GetLayer(tileMap->GetNumLayers() - 4));
- // Create background
- sample2D_->CreateBackgroundSprite(info, 3.5, "Textures/HeightMap.png", true);
- // Check when scene is rendered
- SubscribeToEvent(E_ENDRENDERING, URHO3D_HANDLER(Urho2DPlatformer, HandleSceneRendered));
- }
- void Urho2DPlatformer::HandleSceneRendered(StringHash eventType, VariantMap& eventData)
- {
- UnsubscribeFromEvent(E_ENDRENDERING);
- // Save the scene so we can reload it later
- sample2D_->SaveScene(true);
- // Pause the scene as long as the UI is hiding it
- scene_->SetUpdateEnabled(false);
- }
- void Urho2DPlatformer::SubscribeToEvents()
- {
- // Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(Urho2DPlatformer, HandleUpdate));
- // Subscribe HandlePostUpdate() function for processing post update events
- SubscribeToEvent(E_POSTUPDATE, URHO3D_HANDLER(Urho2DPlatformer, HandlePostUpdate));
- // Subscribe to PostRenderUpdate to draw debug geometry
- SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(Urho2DPlatformer, HandlePostRenderUpdate));
- // Subscribe to Box2D contact listeners
- SubscribeToEvent(E_PHYSICSBEGINCONTACT2D, URHO3D_HANDLER(Urho2DPlatformer, HandleCollisionBegin));
- SubscribeToEvent(E_PHYSICSENDCONTACT2D, URHO3D_HANDLER(Urho2DPlatformer, HandleCollisionEnd));
- // Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample
- UnsubscribeFromEvent(E_SCENEUPDATE);
- }
- void Urho2DPlatformer::HandleCollisionBegin(StringHash eventType, VariantMap& eventData)
- {
- // Get colliding node
- auto* hitNode = static_cast<Node*>(eventData[PhysicsBeginContact2D::P_NODEA].GetPtr());
- if (hitNode->GetName() == "Imp")
- hitNode = static_cast<Node*>(eventData[PhysicsBeginContact2D::P_NODEB].GetPtr());
- String nodeName = hitNode->GetName();
- Node* character2DNode = scene_->GetChild("Imp", true);
- // Handle ropes and ladders climbing
- if (nodeName == "Climb")
- {
- if (character2D_->isClimbing_) // If transition between rope and top of rope (as we are using split triggers)
- character2D_->climb2_ = true;
- else
- {
- character2D_->isClimbing_ = true;
- auto* body = character2DNode->GetComponent<RigidBody2D>();
- body->SetGravityScale(0.0f); // Override gravity so that the character doesn't fall
- // Clear forces so that the character stops (should be performed by setting linear velocity to zero, but currently doesn't work)
- body->SetLinearVelocity(Vector2(0.0f, 0.0f));
- body->SetAwake(false);
- body->SetAwake(true);
- }
- }
- if (nodeName == "CanJump")
- character2D_->aboveClimbable_ = true;
- // Handle coins picking
- if (nodeName == "Coin")
- {
- hitNode->Remove();
- character2D_->remainingCoins_ -= 1;
- auto* ui = GetSubsystem<UI>();
- if (character2D_->remainingCoins_ == 0)
- {
- Text* instructions = static_cast<Text*>(ui->GetRoot()->GetChild("Instructions", true));
- instructions->SetText("!!! Go to the Exit !!!");
- }
- Text* coinsText = static_cast<Text*>(ui->GetRoot()->GetChild("CoinsText", true));
- coinsText->SetText(String(character2D_->remainingCoins_)); // Update coins UI counter
- sample2D_->PlaySoundEffect("Powerup.wav");
- }
- // Handle interactions with enemies
- if (nodeName == "Enemy" || nodeName == "Orc")
- {
- auto* animatedSprite = character2DNode->GetComponent<AnimatedSprite2D>();
- float deltaX = character2DNode->GetPosition().x_ - hitNode->GetPosition().x_;
- // Orc killed if character is fighting in its direction when the contact occurs (flowers are not destroyable)
- if (nodeName == "Orc" && animatedSprite->GetAnimation() == "attack" && (deltaX < 0 == animatedSprite->GetFlipX()))
- {
- static_cast<Mover*>(hitNode->GetComponent<Mover>())->emitTime_ = 1;
- if (!hitNode->GetChild("Emitter", true))
- {
- hitNode->GetComponent("RigidBody2D")->Remove(); // Remove Orc's body
- sample2D_->SpawnEffect(hitNode);
- sample2D_->PlaySoundEffect("BigExplosion.wav");
- }
- }
- // Player killed if not fighting in the direction of the Orc when the contact occurs, or when colliding with a flower
- else
- {
- if (!character2DNode->GetChild("Emitter", true))
- {
- character2D_->wounded_ = true;
- if (nodeName == "Orc")
- {
- auto* orc = static_cast<Mover*>(hitNode->GetComponent<Mover>());
- orc->fightTimer_ = 1;
- }
- sample2D_->SpawnEffect(character2DNode);
- sample2D_->PlaySoundEffect("BigExplosion.wav");
- }
- }
- }
- // Handle exiting the level when all coins have been gathered
- if (nodeName == "Exit" && character2D_->remainingCoins_ == 0)
- {
- // Update UI
- auto* ui = GetSubsystem<UI>();
- Text* instructions = static_cast<Text*>(ui->GetRoot()->GetChild("Instructions", true));
- instructions->SetText("!!! WELL DONE !!!");
- instructions->SetPosition(IntVector2(0, 0));
- // Put the character outside of the scene and magnify him
- character2DNode->SetPosition(Vector3(-20.0f, 0.0f, 0.0f));
- character2DNode->SetScale(1.5f);
- }
- // Handle falling into lava
- if (nodeName == "Lava")
- {
- auto* body = character2DNode->GetComponent<RigidBody2D>();
- body->ApplyForceToCenter(Vector2(0.0f, 1000.0f), true);
- if (!character2DNode->GetChild("Emitter", true))
- {
- character2D_->wounded_ = true;
- sample2D_->SpawnEffect(character2DNode);
- sample2D_->PlaySoundEffect("BigExplosion.wav");
- }
- }
- // Handle climbing a slope
- if (nodeName == "Slope")
- character2D_->onSlope_ = true;
- }
- void Urho2DPlatformer::HandleCollisionEnd(StringHash eventType, VariantMap& eventData)
- {
- // Get colliding node
- auto* hitNode = static_cast<Node*>(eventData[PhysicsEndContact2D::P_NODEA].GetPtr());
- if (hitNode->GetName() == "Imp")
- hitNode = static_cast<Node*>(eventData[PhysicsEndContact2D::P_NODEB].GetPtr());
- String nodeName = hitNode->GetName();
- Node* character2DNode = scene_->GetChild("Imp", true);
- // Handle leaving a rope or ladder
- if (nodeName == "Climb")
- {
- if (character2D_->climb2_)
- character2D_->climb2_ = false;
- else
- {
- character2D_->isClimbing_ = false;
- auto* body = character2DNode->GetComponent<RigidBody2D>();
- body->SetGravityScale(1.0f); // Restore gravity
- }
- }
- if (nodeName == "CanJump")
- character2D_->aboveClimbable_ = false;
- // Handle leaving a slope
- if (nodeName == "Slope")
- {
- character2D_->onSlope_ = false;
- // Clear forces (should be performed by setting linear velocity to zero, but currently doesn't work)
- auto* body = character2DNode->GetComponent<RigidBody2D>();
- body->SetLinearVelocity(Vector2::ZERO);
- body->SetAwake(false);
- body->SetAwake(true);
- }
- }
- void Urho2DPlatformer::HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- using namespace Update;
- // Zoom in/out
- if (cameraNode_)
- sample2D_->Zoom(cameraNode_->GetComponent<Camera>());
- auto* input = GetSubsystem<Input>();
- // Toggle debug geometry with 'Z' key
- if (input->GetKeyPress(KEY_Z))
- drawDebug_ = !drawDebug_;
- // Check for loading / saving the scene
- if (input->GetKeyPress(KEY_F5))
- sample2D_->SaveScene(false);
- if (input->GetKeyPress(KEY_F7))
- ReloadScene(false);
- }
- void Urho2DPlatformer::HandlePostUpdate(StringHash eventType, VariantMap& eventData)
- {
- if (!character2D_)
- return;
- Node* character2DNode = character2D_->GetNode();
- cameraNode_->SetPosition(Vector3(character2DNode->GetPosition().x_, character2DNode->GetPosition().y_, -10.0f)); // Camera tracks character
- }
- void Urho2DPlatformer::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
- {
- if (drawDebug_)
- {
- auto* physicsWorld = scene_->GetComponent<PhysicsWorld2D>();
- physicsWorld->DrawDebugGeometry();
- Node* tileMapNode = scene_->GetChild("TileMap", true);
- auto* map = tileMapNode->GetComponent<TileMap2D>();
- map->DrawDebugGeometry(scene_->GetComponent<DebugRenderer>(), false);
- }
- }
- void Urho2DPlatformer::ReloadScene(bool reInit)
- {
- String filename = sample2D_->demoFilename_;
- if (!reInit)
- filename += "InGame";
- File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/" + filename + ".xml", FILE_READ);
- scene_->LoadXML(loadFile);
- // After loading we have to reacquire the weak pointer to the Character2D component, as it has been recreated
- // Simply find the character's scene node by name as there's only one of them
- Node* character2DNode = scene_->GetChild("Imp", true);
- if (character2DNode)
- character2D_ = character2DNode->GetComponent<Character2D>();
- // Set what number to use depending whether reload is requested from 'PLAY' button (reInit=true) or 'F7' key (reInit=false)
- int lifes = character2D_->remainingLifes_;
- int coins = character2D_->remainingCoins_;
- if (reInit)
- {
- lifes = LIFES;
- coins = character2D_->maxCoins_;
- }
- // Update lifes UI
- auto* ui = GetSubsystem<UI>();
- Text* lifeText = static_cast<Text*>(ui->GetRoot()->GetChild("LifeText", true));
- lifeText->SetText(String(lifes));
- // Update coins UI
- Text* coinsText = static_cast<Text*>(ui->GetRoot()->GetChild("CoinsText", true));
- coinsText->SetText(String(coins));
- }
- void Urho2DPlatformer::HandlePlayButton(StringHash eventType, VariantMap& eventData)
- {
- // Remove fullscreen UI and unfreeze the scene
- auto* ui = GetSubsystem<UI>();
- if (static_cast<Text*>(ui->GetRoot()->GetChild("FullUI", true)))
- {
- ui->GetRoot()->GetChild("FullUI", true)->Remove();
- scene_->SetUpdateEnabled(true);
- }
- else
- // Reload scene
- ReloadScene(true);
- // Hide Instructions and Play/Exit buttons
- Text* instructionText = static_cast<Text*>(ui->GetRoot()->GetChild("Instructions", true));
- instructionText->SetText("");
- Button* exitButton = static_cast<Button*>(ui->GetRoot()->GetChild("ExitButton", true));
- exitButton->SetVisible(false);
- Button* playButton = static_cast<Button*>(ui->GetRoot()->GetChild("PlayButton", true));
- playButton->SetVisible(false);
- // Hide mouse cursor
- auto* input = GetSubsystem<Input>();
- input->SetMouseVisible(false);
- }
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