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- -- Urho2D stretchable sprite example.
- -- This sample demonstrates:
- -- - Creating a 2D scene with both static and stretchable sprites
- -- - Difference in scaling static and stretchable sprites
- -- - Similarity in otherwise transforming static and stretchable sprites
- -- - Displaying the scene using the Renderer subsystem
- -- - Handling keyboard to transform nodes
- require "LuaScripts/Utilities/Sample"
- local selectTransform = 0 -- Transform mode tracking index.
- local refSpriteNode = nil -- Reference (static) sprite node.
- local stretchSpriteNode = nil -- Stretchable sprite node.
- function Start()
- -- Execute base class startup
- SampleStart()
- -- Create the scene content
- CreateScene()
- -- Create the UI content
- CreateInstructions()
- -- Setup the viewport for displaying the scene
- SetupViewport()
- -- Set the mouse mode to use in the sample
- SampleInitMouseMode(MM_FREE)
- -- Hook up to the frame update events
- SubscribeToEvents()
- end
- function 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(0.0, 0.0, -10.0)
- local camera = cameraNode:CreateComponent("Camera")
- camera.orthographic = true
- camera.orthoSize = graphics.height * PIXEL_SIZE
- -- Setup sprites and nodes on the scene
- refSpriteNode = scene_:CreateChild("regular sprite")
- stretchSpriteNode = scene_:CreateChild("stretch sprite")
- local sprite = cache:GetResource("Sprite2D", "Urho2D/Stretchable.png")
- if sprite then
- local staticSprite = refSpriteNode:CreateComponent("StaticSprite2D")
- staticSprite.sprite = sprite
- local stretchSprite = stretchSpriteNode:CreateComponent("StretchableSprite2D")
- stretchSprite.sprite = sprite
- stretchSprite.border = IntRect(25, 25, 25, 25)
- refSpriteNode:Translate2D(Vector2(-2, 0))
- stretchSpriteNode:Translate2D(Vector2(2, 0))
- end
- end
- function CreateInstructions()
- -- Construct new Text object, set string to display and font to use
- local instructionText = ui.root:CreateChild("Text")
- instructionText:SetText("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)
- end
- function 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
- local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
- renderer:SetViewport(0, viewport)
- end
- function SubscribeToEvents()
- -- Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent("Update", "HandleUpdate")
- -- Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent("KeyUp", "HandleKeyUp")
- -- Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample
- UnsubscribeFromEvent("SceneUpdate")
- end
- function HandleUpdate(eventType, eventData)
- local timeStep = eventData["TimeStep"]:GetFloat()
- if selectTransform == 0 then
- ScaleSprites(timeStep)
- elseif selectTransform == 1 then
- RotateSprites(timeStep)
- elseif selectTransform == 2 then
- TranslateSprites(timeStep)
- else
- log:Write(LOG_ERROR, "bad transform selection " .. selectTransform)
- end
- end
- function HandleKeyUp(eventType, eventData)
- local key = eventData["Key"]:GetInt()
- if key == KEY_TAB then
- selectTransform = (selectTransform + 1) % 3
- elseif key == KEY_ESCAPE then
- engine:Exit()
- end
- end
- function TranslateSprites(timeStep)
- local speed = 1
- local left = input:GetKeyDown(KEY_A)
- local right = input:GetKeyDown(KEY_D)
- local up = input:GetKeyDown(KEY_W)
- local down = input:GetKeyDown(KEY_S)
- if left or right or up or down then
- local quantum = timeStep * speed
- local translate = Vector2((left and -quantum or 0) + (right and quantum or 0),
- (down and -quantum or 0) + (up and quantum or 0))
- refSpriteNode:Translate2D(translate)
- stretchSpriteNode:Translate2D(translate)
- end
- end
- function RotateSprites(timeStep)
- local speed = 45
- local left = input:GetKeyDown(KEY_A)
- local right = input:GetKeyDown(KEY_D)
- local up = input:GetKeyDown(KEY_W)
- local down = input:GetKeyDown(KEY_S)
- local ctrl = input:GetKeyDown(KEY_CTRL)
- if left or right or up or down then
- local quantum = timeStep * speed
- local xrot = (up and -quantum or 0) + (down and quantum or 0)
- local rot2 = (left and -quantum or 0) + (right and quantum or 0)
- local totalRot = Quaternion(xrot, ctrl and 0 or rot2, ctrl and rot2 or 0)
- refSpriteNode:Rotate(totalRot)
- stretchSpriteNode:Rotate(totalRot)
- end
- end
- function ScaleSprites(timeStep)
- local speed = 0.5
- local left = input:GetKeyDown(KEY_A)
- local right = input:GetKeyDown(KEY_D)
- local up = input:GetKeyDown(KEY_W)
- local down = input:GetKeyDown(KEY_S)
- if left or right or up or down then
- local quantum = timeStep * speed
- local scale = Vector2(1 + (right and quantum or left and -quantum or 0),
- 1 + (up and quantum or down and -quantum or 0))
- refSpriteNode:Scale2D(scale)
- stretchSpriteNode:Scale2D(scale)
- end
- end
- -- Create XML patch instructions for screen joystick layout specific to this sample app
- function GetScreenJoystickPatchString()
- return
- "<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\">TAB</replace>" ..
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" ..
- " <element type=\"Text\">" ..
- " <attribute name=\"Name\" value=\"KeyBinding\" />" ..
- " <attribute name=\"Text\" value=\"TAB\" />" ..
- " </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\">CTRL</replace>" ..
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">" ..
- " <element type=\"Text\">" ..
- " <attribute name=\"Name\" value=\"KeyBinding\" />" ..
- " <attribute name=\"Text\" value=\"LCTRL\" />" ..
- " </element>" ..
- " </add>" ..
- "</patch>"
- end
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