33_Urho2DSpriterAnimation.lua 7.2 KB

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  1. -- Urho2D sprite example.
  2. -- This sample demonstrates:
  3. -- - Creating a 2D scene with spriter animation
  4. -- - Displaying the scene using the Renderer subsystem
  5. -- - Handling keyboard to move and zoom 2D camera
  6. require "LuaScripts/Utilities/Sample"
  7. local spriterNode = nil
  8. local spriterAnimationIndex = 0
  9. function Start()
  10. -- Execute the common startup for samples
  11. SampleStart()
  12. -- Create the scene content
  13. CreateScene()
  14. -- Create the UI content
  15. CreateInstructions()
  16. -- Setup the viewport for displaying the scene
  17. SetupViewport()
  18. -- Hook up to the frame update events
  19. SubscribeToEvents()
  20. end
  21. function CreateScene()
  22. scene_ = Scene()
  23. -- Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
  24. -- show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates it
  25. -- is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
  26. -- optimizing manner
  27. scene_:CreateComponent("Octree")
  28. -- Create a scene node for the camera, which we will move around
  29. -- The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
  30. cameraNode = scene_:CreateChild("Camera")
  31. -- Set an initial position for the camera scene node above the plane
  32. cameraNode.position = Vector3(0.0, 0.0, -10.0)
  33. local camera = cameraNode:CreateComponent("Camera")
  34. camera.orthographic = true
  35. camera.orthoSize = graphics.height * PIXEL_SIZE
  36. camera.zoom = 1.5 * Min(graphics.width / 1280, graphics.height / 800) -- Set zoom according to user's resolution to ensure full visibility (initial zoom (1.5) is set for full visibility at 1280x800 resolution)
  37. local spriterAnimationSet = cache:GetResource("AnimationSet2D", "Urho2D/imp/imp.scml")
  38. if spriterAnimationSet == nil then
  39. return
  40. end
  41. spriterNode = scene_:CreateChild("SpriterAnimation")
  42. local spriterAnimatedSprite = spriterNode:CreateComponent("AnimatedSprite2D")
  43. spriterAnimatedSprite.animationSet = spriterAnimationSet
  44. spriterAnimatedSprite:SetAnimation(spriterAnimationSet:GetAnimation(spriterAnimationIndex), LM_FORCE_LOOPED)
  45. end
  46. function CreateInstructions()
  47. -- Construct new Text object, set string to display and font to use
  48. local instructionText = ui.root:CreateChild("Text")
  49. instructionText:SetText("Mouse click to play next animation, \nUse WASD keys and mouse to move, Use PageUp PageDown to zoom.")
  50. instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
  51. instructionText.textAlignment = HA_CENTER -- Center rows in relation to each other
  52. -- Position the text relative to the screen center
  53. instructionText.horizontalAlignment = HA_CENTER
  54. instructionText.verticalAlignment = VA_CENTER
  55. instructionText:SetPosition(0, ui.root.height / 4)
  56. end
  57. function SetupViewport()
  58. -- 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
  59. -- at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
  60. -- use, but now we just use full screen and default render path configured in the engine command line options
  61. local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
  62. renderer:SetViewport(0, viewport)
  63. end
  64. function MoveCamera(timeStep)
  65. -- Do not move if the UI has a focused element (the console)
  66. if ui.focusElement ~= nil then
  67. return
  68. end
  69. -- Movement speed as world units per second
  70. local MOVE_SPEED = 4.0
  71. -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  72. if input:GetKeyDown(KEY_W) then
  73. cameraNode:Translate(Vector3(0.0, 1.0, 0.0) * MOVE_SPEED * timeStep)
  74. end
  75. if input:GetKeyDown(KEY_S) then
  76. cameraNode:Translate(Vector3(0.0, -1.0, 0.0) * MOVE_SPEED * timeStep)
  77. end
  78. if input:GetKeyDown(KEY_A) then
  79. cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
  80. end
  81. if input:GetKeyDown(KEY_D) then
  82. cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
  83. end
  84. if input:GetKeyDown(KEY_PAGEUP) then
  85. local camera = cameraNode:GetComponent("Camera")
  86. camera.zoom = camera.zoom * 1.01
  87. end
  88. if input:GetKeyDown(KEY_PAGEDOWN) then
  89. local camera = cameraNode:GetComponent("Camera")
  90. camera.zoom = camera.zoom * 0.99
  91. end
  92. end
  93. function SubscribeToEvents()
  94. -- Subscribe HandleUpdate() function for processing update events
  95. SubscribeToEvent("Update", "HandleUpdate")
  96. SubscribeToEvent("MouseButtonDown", "HandleMouseButtonDown")
  97. -- Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample
  98. UnsubscribeFromEvent("SceneUpdate")
  99. end
  100. function HandleUpdate(eventType, eventData)
  101. -- Take the frame time step, which is stored as a float
  102. local timeStep = eventData["TimeStep"]:GetFloat()
  103. -- Move the camera, scale movement with time step
  104. MoveCamera(timeStep)
  105. end
  106. function HandleMouseButtonDown(eventType, eventData)
  107. local spriterAnimatedSprite = spriterNode:GetComponent("AnimatedSprite2D")
  108. local spriterAnimationSet = spriterAnimatedSprite.animationSet
  109. spriterAnimationIndex = (spriterAnimationIndex + 1) % spriterAnimationSet.numAnimations
  110. spriterAnimatedSprite:SetAnimation(spriterAnimationSet:GetAnimation(spriterAnimationIndex), LM_FORCE_LOOPED)
  111. end
  112. -- Create XML patch instructions for screen joystick layout specific to this sample app
  113. function GetScreenJoystickPatchString()
  114. return
  115. "<patch>" ..
  116. " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />" ..
  117. " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Zoom In</replace>" ..
  118. " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" ..
  119. " <element type=\"Text\">" ..
  120. " <attribute name=\"Name\" value=\"KeyBinding\" />" ..
  121. " <attribute name=\"Text\" value=\"PAGEUP\" />" ..
  122. " </element>" ..
  123. " </add>" ..
  124. " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />" ..
  125. " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Zoom Out</replace>" ..
  126. " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">" ..
  127. " <element type=\"Text\">" ..
  128. " <attribute name=\"Name\" value=\"KeyBinding\" />" ..
  129. " <attribute name=\"Text\" value=\"PAGEDOWN\" />" ..
  130. " </element>" ..
  131. " </add>" ..
  132. "</patch>"
  133. end