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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.
- //
- #pragma once
- #include "Sample.h"
- #include "Utilities2D/Sample2D.h"
- class Character2D;
- class Sample2D;
- /// Urho2D platformer example.
- /// This sample demonstrates:
- /// - Creating an orthogonal 2D scene from tile map file
- /// - Displaying the scene using the Renderer subsystem
- /// - Handling keyboard to move a character and zoom 2D camera
- /// - Generating physics shapes from the tmx file's objects
- /// - Mixing physics and translations to move the character
- /// - Using Box2D Contact listeners to handle the gameplay
- /// - Displaying debug geometry for physics and tile map
- /// Note that this sample uses some functions from Sample2D utility class.
- class Urho2DPlatformer : public Sample
- {
- URHO3D_OBJECT(Urho2DPlatformer, Sample);
- public:
- /// Construct.
- explicit Urho2DPlatformer(Context* context);
- /// Setup after engine initialization and before running the main loop.
- void Start() override;
- /// Setup before engine initialization. Modifies the engine parameters.
- void Setup() override;
- private:
- /// Construct the scene content.
- void CreateScene();
- /// Subscribe to application-wide logic update events.
- void SubscribeToEvents();
- /// Handle the logic update event.
- void HandleUpdate(StringHash eventType, VariantMap& eventData);
- /// Handle the logic post update event.
- void HandlePostUpdate(StringHash eventType, VariantMap& eventData);
- /// Handle the post render update event.
- void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
- /// Handle the end rendering event.
- void HandleSceneRendered(StringHash eventType, VariantMap& eventData);
- /// Handle the contact begin event (Box2D contact listener).
- void HandleCollisionBegin(StringHash eventType, VariantMap& eventData);
- /// Handle the contact end event (Box2D contact listener).
- void HandleCollisionEnd(StringHash eventType, VariantMap& eventData);
- /// Handle reloading the scene.
- void ReloadScene(bool reInit);
- /// Handle 'PLAY' button released event.
- void HandlePlayButton(StringHash eventType, VariantMap& eventData);
- /// The controllable character component.
- WeakPtr<Character2D> character2D_;
- /// Flag for drawing debug geometry.
- bool drawDebug_{};
- /// Scaling factor based on tiles' aspect ratio.
- float moveSpeedScale_{};
- /// Sample2D utility object.
- SharedPtr<Sample2D> sample2D_;
- };
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