Ejemplo n.º 1
0
void TileMapLayer2D::SetTileLayer(const TmxTileLayer2D* tileLayer)
{
    tileLayer_ = tileLayer;

    int width = tileLayer->GetWidth();
    int height = tileLayer->GetHeight();
    nodes_.Resize((unsigned)(width * height));

    const TileMapInfo2D& info = tileMap_->GetInfo();
    for (int y = 0; y < height; ++y)
    {
        for (int x = 0; x < width; ++x)
        {
            const Tile2D* tile = tileLayer->GetTile(x, y);
            if (!tile)
                continue;

            SharedPtr<Node> tileNode(GetNode()->CreateTemporaryChild("Tile"));
            tileNode->SetPosition(info.TileIndexToPosition(x, y));

            StaticSprite2D* staticSprite = tileNode->CreateComponent<StaticSprite2D>();
            staticSprite->SetSprite(tile->GetSprite());
            staticSprite->SetLayer(drawOrder_);
            staticSprite->SetOrderInLayer(y * width + x);

            nodes_[y * width + x] = tileNode;
        }
    }
}
Ejemplo n.º 2
0
void Urho2DConstraints::HandleTouchBegin3(StringHash eventType, VariantMap& eventData)
{
    Graphics* graphics = GetSubsystem<Graphics>();
    PhysicsWorld2D* physicsWorld = scene_->GetComponent<PhysicsWorld2D>();
    using namespace TouchBegin;
    RigidBody2D* rigidBody = physicsWorld->GetRigidBody(Vector2(eventData[P_X].GetInt(), eventData[P_Y].GetInt())); // Raycast for RigidBody2Ds to pick
    if (rigidBody)
    {
        pickedNode = rigidBody->GetNode();
        StaticSprite2D* staticSprite = pickedNode->GetComponent<StaticSprite2D>();
        staticSprite->SetColor(Color(1.0f, 0.0f, 0.0f, 1.0f)); // Temporary modify color of the picked sprite
        RigidBody2D* rigidBody = pickedNode->GetComponent<RigidBody2D>();

        // Create a ConstraintMouse2D - Temporary apply this constraint to the pickedNode to allow grasping and moving with touch
        ConstraintMouse2D* constraintMouse = pickedNode->CreateComponent<ConstraintMouse2D>();
        Vector3 pos = camera_->ScreenToWorldPoint(Vector3((float)eventData[P_X].GetInt() / graphics->GetWidth(), (float)eventData[P_Y].GetInt() / graphics->GetHeight(), 0.0f));
        constraintMouse->SetTarget(Vector2(pos.x_, pos.y_));
        constraintMouse->SetMaxForce(1000 * rigidBody->GetMass());
        constraintMouse->SetCollideConnected(true);
        constraintMouse->SetOtherBody(dummyBody);  // Use dummy body instead of rigidBody. It's better to create a dummy body automatically in ConstraintMouse2D
        constraintMouse->SetDampingRatio(0);
    }
    SubscribeToEvent(E_TOUCHMOVE, HANDLER(Urho2DConstraints, HandleTouchMove3));
    SubscribeToEvent(E_TOUCHEND, HANDLER(Urho2DConstraints, HandleTouchEnd3));
}
void AnimatedSprite2D::OnSetEnabled()
{
    StaticSprite2D::OnSetEnabled();

    bool enabled = IsEnabledEffective();

    Scene* scene = GetScene();
    if (scene)
    {
        if (enabled)
            SubscribeToEvent(scene, E_SCENEPOSTUPDATE, HANDLER(AnimatedSprite2D, HandleScenePostUpdate));
        else
            UnsubscribeFromEvent(scene, E_SCENEPOSTUPDATE);
    }

    for (unsigned i = 0; i < trackNodes_.Size(); ++i)
    {
        if (!trackNodes_[i])
            continue;

        StaticSprite2D* staticSprite = trackNodes_[i]->GetComponent<StaticSprite2D>();
        if (staticSprite)
            staticSprite->SetEnabled(enabled);
    }
}
Ejemplo n.º 4
0
void TileMapLayer2D::SetTileLayer(const TmxTileLayer2D* tileLayer)
{
    tileLayer_ = tileLayer;

    int width = tileLayer->GetWidth();
    int height = tileLayer->GetHeight();
    nodes_.Resize((unsigned)(width * height));

    const TileMapInfo2D& info = tileMap_->GetInfo();
    for (int y = 0; y < height; ++y)
    {
        for (int x = 0; x < width; ++x)
        {
            const Tile2D* tile = tileLayer->GetTile(x, y);
            if (!tile)
                continue;

            SharedPtr<Node> tileNode(GetNode()->CreateChild("Tile"));
            tileNode->SetTemporary(true);
            tileNode->SetPosition(info.TileIndexToPosition(x, y));

            StaticSprite2D* staticSprite = tileNode->CreateComponent<StaticSprite2D>();
            staticSprite->SetSprite(tile->GetSprite());
            staticSprite->SetLayer(drawOrder_);
            staticSprite->SetOrderInLayer(y * width + x);

            // ATOMIC BEGIN

            // collision
            RigidBody2D *body = NULL;
            TmxObjectGroup2D* group = tile->GetObjectGroup();
            if (group)
            {
                for (unsigned i = 0; i < group->GetNumObjects(); i++)
                {
                    TileMapObject2D* o = group->GetObject(i);

                    if (o->ValidCollisionShape())
                    {
                        if (!body)
                        {
                            body = tileNode->CreateComponent<RigidBody2D>();
                            body->SetBodyType(BT_STATIC);
                        }

                        o->CreateCollisionShape(tileNode);

                    }
                }

            }


            // ATOMIC END

            nodes_[y * width + x] = tileNode;
        }
    }
}
Ejemplo n.º 5
0
void Urho2DSprite::CreateScene()
{
    scene_ = new Scene(context_);
    scene_->CreateComponent<Octree>();

    // Create camera node
    cameraNode_ = scene_->CreateChild("Camera");
    // Set camera's position
    cameraNode_->SetPosition(Vector3(0.0f, 0.0f, -10.0f));

    Camera* camera = cameraNode_->CreateComponent<Camera>();
    camera->SetOrthographic(true);

    Graphics* graphics = GetSubsystem<Graphics>();
    camera->SetOrthoSize((float)graphics->GetHeight() * PIXEL_SIZE);

    ResourceCache* cache = GetSubsystem<ResourceCache>();
    // Get sprite
    Sprite2D* sprite = cache->GetResource<Sprite2D>("Urho2D/Aster.png");
    if (!sprite)
        return;

    float halfWidth = graphics->GetWidth() * 0.5f * PIXEL_SIZE;
    float halfHeight = graphics->GetHeight() * 0.5f * PIXEL_SIZE;

    for (unsigned i = 0; i < NUM_SPRITES; ++i)
    {
        SharedPtr<Node> spriteNode(scene_->CreateChild("StaticSprite2D"));
        spriteNode->SetPosition(Vector3(Random(-halfWidth, halfWidth), Random(-halfHeight, halfHeight), 0.0f));

        StaticSprite2D* staticSprite = spriteNode->CreateComponent<StaticSprite2D>();
        // Set random color
        staticSprite->SetColor(Color(Random(1.0f), Random(1.0f), Random(1.0f), 1.0f));
        // Set blend mode
        staticSprite->SetBlendMode(BLEND_ALPHA);
        // Set sprite
        staticSprite->SetSprite(sprite);

        // Set move speed
        spriteNode->SetVar(VAR_MOVESPEED, Vector3(Random(-2.0f, 2.0f), Random(-2.0f, 2.0f), 0.0f));
        // Set rotate speed
        spriteNode->SetVar(VAR_ROTATESPEED, Random(-90.0f, 90.0f));

        // Add to sprite node vector
        spriteNodes_.Push(spriteNode);
    }

    // Get animation set
    AnimationSet2D* animationSet = cache->GetResource<AnimationSet2D>("Urho2D/GoldIcon.scml");
    if (!animationSet)
        return;

    SharedPtr<Node> spriteNode(scene_->CreateChild("AnimatedSprite2D"));
    spriteNode->SetPosition(Vector3(0.0f, 0.0f, -1.0f));

    AnimatedSprite2D* animatedSprite = spriteNode->CreateComponent<AnimatedSprite2D>();
    // Set animation
    animatedSprite->SetAnimation(animationSet, "idle");
}
Ejemplo n.º 6
0
void AnimatedSprite2D::OnBlendModeChanged()
{
    for (unsigned i = 0; i < numTracks_; ++i)
    {
        if (!trackNodes_[i])
            continue;

        StaticSprite2D* staticSprite = trackNodes_[i]->GetComponent<StaticSprite2D>();
        staticSprite->SetBlendMode(blendMode_);
    }
}
void AnimatedSprite2D::OnDrawOrderChanged()
{
    for (unsigned i = 0; i < numTracks_; ++i)
    {
        if (!trackNodes_[i])
            continue;

        StaticSprite2D* staticSprite = trackNodes_[i]->GetComponent<StaticSprite2D>();
        if (staticSprite)
            staticSprite->SetLayer(layer_);
    }
}
Ejemplo n.º 8
0
void Urho2DConstraints::HandleTouchEnd3(StringHash eventType, VariantMap& eventData)
{
    if (pickedNode)
    {
        StaticSprite2D* staticSprite = pickedNode->GetComponent<StaticSprite2D>();
        staticSprite->SetColor(Color(1.0f, 1.0f, 1.0f, 1.0f)); // Restore picked sprite color

        pickedNode->RemoveComponent<ConstraintMouse2D>(); // Remove temporary constraint
        pickedNode = NULL;
    }
    UnsubscribeFromEvent(E_TOUCHMOVE);
    UnsubscribeFromEvent(E_TOUCHEND);
}
void Clockwork2DConstraints::HandleMouseButtonUp(StringHash eventType, VariantMap& eventData)
{
    if (pickedNode)
    {
        StaticSprite2D* staticSprite = pickedNode->GetComponent<StaticSprite2D>();
        staticSprite->SetColor(Color(1.0f, 1.0f, 1.0f, 1.0f)); // Restore picked sprite color

        pickedNode->RemoveComponent<ConstraintMouse2D>(); // Remove temporary constraint
        pickedNode = NULL;
    }
    UnsubscribeFromEvent(E_MOUSEMOVE);
    UnsubscribeFromEvent(E_MOUSEBUTTONUP);
}
Ejemplo n.º 10
0
void AnimatedSprite2D::OnFlipChanged()
{
    for (unsigned i = 0; i < numTracks_; ++i)
    {
        if (!trackNodes_[i])
            continue;

        StaticSprite2D* staticSprite = trackNodes_[i]->GetComponent<StaticSprite2D>();
        staticSprite->SetFlip(flipX_, flipY_);
    }

    // For editor paused mode
    UpdateAnimation(0.0f);
}
Ejemplo n.º 11
0
Node* TextureImporter::InstantiateNode(Node* parent, const String& name)
{

    Node* node = parent->CreateChild(name);

    Sprite2D* spriteGraphic = GetSubsystem<ResourceCache>()->GetResource<Sprite2D>(asset_->GetPath());

    StaticSprite2D* sprite = node->CreateComponent<StaticSprite2D>();

    sprite->SetSprite(spriteGraphic);

    return node;

}
Ejemplo n.º 12
0
void AnimatedSprite2D::SetBlendMode(BlendMode blendMode)
{
    if (blendMode == blendMode_)
        return;

    blendMode_ = blendMode;

    for (unsigned i = 0; i < timelineNodes_.Size(); ++i)
    {
        if (!timelineNodes_[i])
            continue;

        StaticSprite2D* staticSprite = timelineNodes_[i]->GetComponent<StaticSprite2D>();
        staticSprite->SetBlendMode(blendMode_);
    }
}
Ejemplo n.º 13
0
void AnimatedSprite2D::SetLayer(int layer)
{
    if (layer == layer_)
        return;

    layer_ = layer;

    for (unsigned i = 0; i < timelineNodes_.Size(); ++i)
    {
        if (!timelineNodes_[i])
            continue;

        StaticSprite2D* staticSprite = timelineNodes_[i]->GetComponent<StaticSprite2D>();
        staticSprite->SetLayer(layer_);
    }
}
Ejemplo n.º 14
0
void TileMapLayer2D::SetImageLayer(const TmxImageLayer2D* imageLayer)
{
    imageLayer_ = imageLayer;

    if (!imageLayer->GetSprite())
        return;

    SharedPtr<Node> imageNode(GetNode()->CreateTemporaryChild("Tile"));
    imageNode->SetPosition(imageLayer->GetPosition());

    StaticSprite2D* staticSprite = imageNode->CreateComponent<StaticSprite2D>();
    staticSprite->SetSprite(imageLayer->GetSprite());
    staticSprite->SetOrderInLayer(0);

    nodes_.Push(imageNode);
}
Ejemplo n.º 15
0
void AnimatedSprite2D::OnWorldBoundingBoxUpdate()
{
    boundingBox_.Clear();
    worldBoundingBox_.Clear();

    for (unsigned i = 0; i < numTracks_; ++i)
    {
        if (!trackNodes_[i])
            continue;

        StaticSprite2D* staticSprite = trackNodes_[i]->GetComponent<StaticSprite2D>();
        if (staticSprite)
            worldBoundingBox_.Merge(staticSprite->GetWorldBoundingBox());
    }

    boundingBox_ = worldBoundingBox_.Transformed(node_->GetWorldTransform().Inverse());
}
Ejemplo n.º 16
0
void TileMapLayer2D::SetDrawOrder(int drawOrder)
{
    if (drawOrder == drawOrder_)
        return;

    drawOrder_ = drawOrder;

    for (unsigned i = 0; i < nodes_.Size(); ++i)
    {
        if (!nodes_[i])
            continue;

        StaticSprite2D* staticSprite = nodes_[i]->GetComponent<StaticSprite2D>();
        if (staticSprite)
            staticSprite->SetLayer(drawOrder_);
    }
}
Ejemplo n.º 17
0
void TileMapLayer2D::SetObjectGroup(const TmxObjectGroup2D* objectGroup)
{
    objectGroup_ = objectGroup;

    TmxFile2D* tmxFile = objectGroup->GetTmxFile();
    nodes_.Resize(objectGroup->GetNumObjects());

    for (unsigned i = 0; i < objectGroup->GetNumObjects(); ++i)
    {
        const TileMapObject2D* object = objectGroup->GetObject(i);

        // Create dummy node for all object
        SharedPtr<Node> objectNode(GetNode()->CreateTemporaryChild("Object"));
        objectNode->SetPosition(object->GetPosition());

        // If object is tile, create static sprite component
        if (object->GetObjectType() == OT_TILE && object->GetTileGid() && object->GetTileSprite())
        {
            StaticSprite2D* staticSprite = objectNode->CreateComponent<StaticSprite2D>();
            staticSprite->SetSprite(object->GetTileSprite());
            staticSprite->SetLayer(drawOrder_);
            staticSprite->SetOrderInLayer((int)((10.0f - object->GetPosition().y_) * 100));

            if (tmxFile->GetInfo().orientation_ == O_ISOMETRIC)
            {
                staticSprite->SetUseHotSpot(true);
                staticSprite->SetHotSpot(Vector2(0.5f, 0.0f));
            }
        }

        nodes_[i] = objectNode;
    }
}
void EnemyEntity::Shoot()
{
    ResourceCache* cache = GetSubsystem<ResourceCache>();

    Sprite2D* bulletSprite = cache->GetResource<Sprite2D>("Urho2D/bullet2.png");
    if (!bulletSprite)
        return;

	SharedPtr<Node> bulletNode_(GetScene()->CreateChild("e_bullet"));
	bulletNode_->SetPosition2D(node_->GetPosition2D());
	//bulletNode_->SetDirection(Vector3(dir.x_,-dir.y_,0));
	StaticSprite2D* staticSprite = bulletNode_->CreateComponent<StaticSprite2D>();
	staticSprite->SetSprite(bulletSprite);
	staticSprite->SetLayer(6 * 10);

	RigidBody2D* bulletBody = bulletNode_->CreateComponent<RigidBody2D>();
    bulletBody->SetBodyType(BT_DYNAMIC);
    bulletBody->SetFixedRotation(true);
    bulletBody->SetBullet(true);

    CollisionCircle2D* circleshape = bulletNode_->CreateComponent<CollisionCircle2D>();
    circleshape->SetRadius(0.08f);
    circleshape->SetDensity(1.0f);
    circleshape->SetFriction(0.0f);
    circleshape->SetRestitution(0.0f);
    circleshape->SetMaskBits(57340);
    circleshape->SetCategoryBits(2);

	bulletNode_->CreateComponent<BulletEntity>();

	Node* nodebullet2 = bulletNode_->Clone();
	Node* nodebullet3 = bulletNode_->Clone();
	Node* nodebullet4 = bulletNode_->Clone();

    nodebullet2->GetComponent<RigidBody2D>()->ApplyLinearImpulse(Vector2(0.030f,0.13f),node_->GetPosition2D(),true );
    nodebullet3->GetComponent<RigidBody2D>()->ApplyLinearImpulse(Vector2(-0.02f,0.13f),node_->GetPosition2D(),true );
    nodebullet4->GetComponent<RigidBody2D>()->ApplyLinearImpulse(Vector2(-0.030f,0.13f),node_->GetPosition2D(),true );
	bulletBody->ApplyLinearImpulse(Vector2(0.02f,0.13f),node_->GetPosition2D(),true );
}
Ejemplo n.º 19
0
void AnimatedSprite2D::SetFlip(bool flipX, bool flipY)
{
    if (flipX == flipX_ && flipY == flipY_)
        return;

    flipX_ = flipX;
    flipY_ = flipY;

    for (unsigned i = 0; i < timelineNodes_.Size(); ++i)
    {
        if (!timelineNodes_[i])
            continue;

        StaticSprite2D* staticSprite = timelineNodes_[i]->GetComponent<StaticSprite2D>();
        staticSprite->SetFlip(flipX_, flipY_);
    }

    // For editor paused mode
    UpdateAnimation(0.0f);

    MarkNetworkUpdate();
}
Ejemplo n.º 20
0
void Urho2DConstraints::HandleMouseButtonDown(StringHash eventType, VariantMap& eventData)
{
    Input* input = GetSubsystem<Input>();
    PhysicsWorld2D* physicsWorld = scene_->GetComponent<PhysicsWorld2D>();
    RigidBody2D* rigidBody = physicsWorld->GetRigidBody(input->GetMousePosition().x_, input->GetMousePosition().y_, M_MAX_UNSIGNED, camera_); // Raycast for RigidBody2Ds to pick
    if (rigidBody)
    {
        pickedNode = rigidBody->GetNode();
        //log.Info(pickedNode.name);
        StaticSprite2D* staticSprite = pickedNode->GetComponent<StaticSprite2D>();
        staticSprite->SetColor(Color(1.0f, 0.0f, 0.0f, 1.0f)); // Temporary modify color of the picked sprite

        // Create a ConstraintMouse2D - Temporary apply this constraint to the pickedNode to allow grasping and moving with the mouse
        ConstraintMouse2D* constraintMouse = pickedNode->CreateComponent<ConstraintMouse2D>();
        constraintMouse->SetTarget(GetMousePositionXY());
        constraintMouse->SetMaxForce(1000 * rigidBody->GetMass());
        constraintMouse->SetCollideConnected(true);
        constraintMouse->SetOtherBody(dummyBody);  // Use dummy body instead of rigidBody. It's better to create a dummy body automatically in ConstraintMouse2D
        constraintMouse->SetDampingRatio(0.0f);
    }
    SubscribeToEvent(E_MOUSEMOVE, HANDLER(Urho2DConstraints, HandleMouseMove));
    SubscribeToEvent(E_MOUSEBUTTONUP, HANDLER(Urho2DConstraints, HandleMouseButtonUp));
}
Ejemplo n.º 21
0
void AnimatedSprite2D::UpdateAnimation(float timeStep)
{
    if (!animation_)
        return;

    currentTime_ += timeStep * speed_;

    float time;
    float animtationLength = animation_->GetLength();

    if (looped_)
    {
        time = fmodf(currentTime_, animtationLength);
        if (time < 0.0f)
            time += animation_->GetLength();
    }
    else
        time = Clamp(currentTime_, 0.0f, animtationLength);

    for (unsigned i = 0; i < numTracks_; ++i)
    {
        trackNodeInfos_[i].worldSpace = false;
        
        const AnimationTrack2D& track = animation_->GetTrack(i);        
        const Vector<AnimationKeyFrame2D>& keyFrames = track.keyFrames_;

        // Time out of range
        if (time < keyFrames[0].time_ || time > keyFrames.Back().time_)
            trackNodeInfos_[i].value.enabled_ = false;
        else
        {
            unsigned index = keyFrames.Size() - 1;
            for (unsigned j = 0; j < keyFrames.Size() - 1; ++j)
            {
                if (time <= keyFrames[j + 1].time_)
                {
                    index = j;
                    break;
                }
            }

            const AnimationKeyFrame2D& currKey = keyFrames[index];
            AnimationKeyFrame2D& value = trackNodeInfos_[i].value;

            value.enabled_ = currKey.enabled_;
            value.parent_ = currKey.parent_;

            if (index < keyFrames.Size() - 1)
            {
                const AnimationKeyFrame2D& nextKey = keyFrames[index + 1];
                float t = (time - currKey.time_)  / (nextKey.time_ - currKey.time_);
                value.transform_ = currKey.transform_.Lerp(nextKey.transform_, t, currKey.spin_);

                if (trackNodeInfos_[i].hasSprite)
                    value.alpha_ = Urho3D::Lerp(currKey.alpha_, nextKey.alpha_, t);
            }
            else
            {
                value.transform_ = currKey.transform_;

                if (trackNodeInfos_[i].hasSprite)
                    value.alpha_ = currKey.alpha_;
            }

            if (trackNodeInfos_[i].hasSprite)
            {
                value.zIndex_ = currKey.zIndex_;
                value.sprite_ = currKey.sprite_;
                value.useHotSpot_ = currKey.useHotSpot_;
                value.hotSpot_ = currKey.hotSpot_;
            }
        }
    }

    for (unsigned i = 0; i < numTracks_; ++i)
    {
        Node* node = trackNodes_[i];
        TrackNodeInfo& nodeInfo = trackNodeInfos_[i];

        if (!nodeInfo.value.enabled_)
            node->SetEnabled(false);
        else
        {
            node->SetEnabled(true);

            // Calculate world transform.
            CalculateTimelineWorldTransform(i);

            // Update node's transform
            Vector2 position = nodeInfo.value.transform_.position_ * PIXEL_SIZE;
            if (flipX_)
                position.x_ = -position.x_;
            if (flipY_)
                position.y_ = -position.y_;
            node->SetPosition(position);

            float angle = nodeInfo.value.transform_.angle_;
            if (flipX_ != flipY_)
                angle = -angle;
            node->SetRotation(angle);
            node->SetScale(nodeInfo.value.transform_.scale_);

            if (nodeInfo.hasSprite)
            {
                StaticSprite2D* staticSprite = node->GetComponent<StaticSprite2D>();
                if (staticSprite)
                {
                    staticSprite->SetOrderInLayer(orderInLayer_ + nodeInfo.value.zIndex_);
                    staticSprite->SetSprite(nodeInfo.value.sprite_);
                    staticSprite->SetUseHotSpot(nodeInfo.value.useHotSpot_);
                    staticSprite->SetHotSpot(nodeInfo.value.hotSpot_);
                }
            }
        }
    }

    MarkForUpdate();
}
Ejemplo n.º 22
0
void AnimatedSprite2D::SetAnimation(Animation2D* animation, LoopMode2D loopMode)
{
    if (animation == animation_)
    {
        SetLoopMode(loopMode_);

        currentTime_ = 0.0f;
        UpdateAnimation(0.0f);
        return;
    }

    for (unsigned i = 0; i < numTracks_; ++i)
    {
        if (trackNodes_[i])
            trackNodes_[i]->SetEnabled(false);
    }

    numTracks_ = 0;
    trackNodes_.Clear();
    trackNodeInfos_.Clear();

    animation_ = animation;

    if (!animation_)
        return;

    currentTime_ = 0.0f;

    if (!rootNode_)
    {
        rootNode_ = GetNode()->CreateChild("_root_", LOCAL);
        rootNode_->SetTemporary(true);
    }

    numTracks_ = animation_->GetNumTracks();
    trackNodes_.Resize(numTracks_);
    trackNodeInfos_.Resize(numTracks_);

    for (unsigned i = 0; i < numTracks_; ++i)
    {
        const AnimationTrack2D& track = animation->GetTrack(i);
        SharedPtr<Node> trackNode(rootNode_->GetChild(track.name_));

        StaticSprite2D* staticSprite = 0;
        if (trackNode)
        {
            // Enable track node
            trackNode->SetEnabled(true);
            
            // Get StaticSprite2D component
            if (track.hasSprite_)
                staticSprite = trackNode->GetComponent<StaticSprite2D>();
        }
        else
        {
            // Create new track node
            trackNode = rootNode_->CreateChild(track.name_, LOCAL);
            trackNode->SetTemporary(true);

            // Create StaticSprite2D component
            if (track.hasSprite_)
                staticSprite = trackNode->CreateComponent<StaticSprite2D>();
        }

        if (staticSprite)
        {
            staticSprite->SetLayer(layer_);
            staticSprite->SetBlendMode(blendMode_);
            staticSprite->SetFlip(flipX_, flipY_);
            staticSprite->SetUseHotSpot(true);
        }

        trackNodes_[i] = trackNode;

        trackNodeInfos_[i].hasSprite = track.hasSprite_;
    }

    SetLoopMode(loopMode);
    UpdateAnimation(0.0f);

    MarkNetworkUpdate();
}
Ejemplo n.º 23
0
void Urho2DConstraints::CreateScene()
{
    scene_ = new Scene(context_);
    scene_->CreateComponent<Octree>();
    scene_->CreateComponent<DebugRenderer>();
    PhysicsWorld2D* physicsWorld = scene_->CreateComponent<PhysicsWorld2D>(); // Create 2D physics world component
    physicsWorld->SetDrawJoint(true); // Display the joints (Note that DrawDebugGeometry() must be set to true to acually draw the joints)
    drawDebug_ = true; // Set DrawDebugGeometry() to true

    // Create camera
    cameraNode_ = scene_->CreateChild("Camera");
    // Set camera's position
    cameraNode_->SetPosition(Vector3(0.0f, 0.0f, 0.0f)); // Note that Z setting is discarded; use camera.zoom instead (see MoveCamera() below for example)

    camera_ = cameraNode_->CreateComponent<Camera>();
    camera_->SetOrthographic(true);

    Graphics* graphics = GetSubsystem<Graphics>();
    camera_->SetOrthoSize((float)graphics->GetHeight() * PIXEL_SIZE);
    camera_->SetZoom(1.2f);

    // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
    SharedPtr<Viewport> viewport(new Viewport(context_, scene_, camera_));
    Renderer* renderer = GetSubsystem<Renderer>();
    renderer->SetViewport(0, viewport);

    Zone* zone = renderer->GetDefaultZone();
    zone->SetFogColor(Color(0.1f, 0.1f, 0.1f)); // Set background color for the scene

    // Create 4x3 grid
    for (unsigned i = 0; i<5; ++i)
    {
        Node* edgeNode = scene_->CreateChild("VerticalEdge");
        RigidBody2D* edgeBody = edgeNode->CreateComponent<RigidBody2D>();
        if (!dummyBody)
            dummyBody = edgeBody; // Mark first edge as dummy body (used by mouse pick)
        CollisionEdge2D* edgeShape = edgeNode->CreateComponent<CollisionEdge2D>();
        edgeShape->SetVertices(Vector2(i*2.5f -5.0f, -3.0f), Vector2(i*2.5f -5.0f, 3.0f));
        edgeShape->SetFriction(0.5f); // Set friction
    }

    for (unsigned j = 0; j<4; ++j)
    {
        Node* edgeNode = scene_->CreateChild("HorizontalEdge");
        RigidBody2D* edgeBody = edgeNode->CreateComponent<RigidBody2D>();
        CollisionEdge2D* edgeShape = edgeNode->CreateComponent<CollisionEdge2D>();
        edgeShape->SetVertices(Vector2(-5.0f, j*2.0f -3.0f), Vector2(5.0f, j*2.0f -3.0f));
        edgeShape->SetFriction(0.5f); // Set friction
    }

    ResourceCache* cache = GetSubsystem<ResourceCache>();

    // Create a box (will be cloned later)
    Node* box  = scene_->CreateChild("Box");
    box->SetPosition(Vector3(0.8f, -2.0f, 0.0f));
    StaticSprite2D* boxSprite = box->CreateComponent<StaticSprite2D>();
    boxSprite->SetSprite(cache->GetResource<Sprite2D>("Urho2D/Box.png"));
    RigidBody2D* boxBody = box->CreateComponent<RigidBody2D>();
    boxBody->SetBodyType(BT_DYNAMIC);
    boxBody->SetLinearDamping(0.0f);
    boxBody->SetAngularDamping(0.0f);
    CollisionBox2D* shape = box->CreateComponent<CollisionBox2D>(); // Create box shape
    shape->SetSize(Vector2(0.32, 0.32)); // Set size
    shape->SetDensity(1.0f); // Set shape density (kilograms per meter squared)
    shape->SetFriction(0.5f); // Set friction
    shape->SetRestitution(0.1f); // Set restitution (slight bounce)

    // Create a ball (will be cloned later)
    Node* ball  = scene_->CreateChild("Ball");
    ball->SetPosition(Vector3(1.8f, -2.0f, 0.0f));
    StaticSprite2D* ballSprite = ball->CreateComponent<StaticSprite2D>();
    ballSprite->SetSprite(cache->GetResource<Sprite2D>("Urho2D/Ball.png"));
    RigidBody2D* ballBody = ball->CreateComponent<RigidBody2D>();
    ballBody->SetBodyType(BT_DYNAMIC);
    ballBody->SetLinearDamping(0.0f);
    ballBody->SetAngularDamping(0.0f);
    CollisionCircle2D* ballShape = ball->CreateComponent<CollisionCircle2D>(); // Create circle shape
    ballShape->SetRadius(0.16f); // Set radius
    ballShape->SetDensity(1.0f); // Set shape density (kilograms per meter squared)
    ballShape->SetFriction(0.5f); // Set friction
    ballShape->SetRestitution(0.6f); // Set restitution: make it bounce

    // Create a polygon
    Node* polygon = scene_->CreateChild("Polygon");
    polygon->SetPosition(Vector3(1.6f, -2.0f, 0.0f));
    polygon->SetScale(0.7f);
    StaticSprite2D* polygonSprite = polygon->CreateComponent<StaticSprite2D>();
    polygonSprite->SetSprite(cache->GetResource<Sprite2D>("Urho2D/Aster.png"));
    RigidBody2D* polygonBody = polygon->CreateComponent<RigidBody2D>();
    polygonBody->SetBodyType(BT_DYNAMIC);
    CollisionPolygon2D* polygonShape = polygon->CreateComponent<CollisionPolygon2D>();
    // TODO: create from PODVector<Vector2> using SetVertices()
    polygonShape->SetVertexCount(6); // Set number of vertices (mandatory when using SetVertex())
    polygonShape->SetVertex(0, Vector2(-0.8f, -0.3f));
    polygonShape->SetVertex(1, Vector2(0.5f, -0.8f));
    polygonShape->SetVertex(2, Vector2(0.8f, -0.3f));
    polygonShape->SetVertex(3, Vector2(0.8f, 0.5f));
    polygonShape->SetVertex(4, Vector2(0.5f, 0.9f));
    polygonShape->SetVertex(5, Vector2(-0.5f, 0.7f));
    polygonShape->SetDensity(1.0f); // Set shape density (kilograms per meter squared)
    polygonShape->SetFriction(0.3f); // Set friction
    polygonShape->SetRestitution(0.0f); // Set restitution (no bounce)

    // Create a ConstraintDistance2D
    CreateFlag("ConstraintDistance2D", -4.97f, 3.0f); // Display Text3D flag
    Node* boxDistanceNode = box->Clone();
    Node* ballDistanceNode = ball->Clone();
    RigidBody2D* ballDistanceBody = ballDistanceNode->GetComponent<RigidBody2D>();
    boxDistanceNode->SetPosition(Vector3(-4.5f, 2.0f, 0.0f));
    ballDistanceNode->SetPosition(Vector3(-3.0f, 2.0f, 0.0f));

    ConstraintDistance2D* constraintDistance = boxDistanceNode->CreateComponent<ConstraintDistance2D>(); // Apply ConstraintDistance2D to box
    constraintDistance->SetOtherBody(ballDistanceBody); // Constrain ball to box
    constraintDistance->SetOwnerBodyAnchor(Vector2(boxDistanceNode->GetPosition().x_, boxDistanceNode->GetPosition().y_));
    constraintDistance->SetOtherBodyAnchor(Vector2(ballDistanceNode->GetPosition().x_, ballDistanceNode->GetPosition().y_));
    // Make the constraint soft (comment to make it rigid, which is its basic behavior)
    constraintDistance->SetFrequencyHz(4.0f);
    constraintDistance->SetDampingRatio(0.5f);

    // Create a ConstraintFriction2D ********** Not functional. From Box2d samples it seems that 2 anchors are required, Urho2D only provides 1, needs investigation ***********
    CreateFlag("ConstraintFriction2D", 0.03f, 1.0f); // Display Text3D flag
    Node* boxFrictionNode = box->Clone();
    Node* ballFrictionNode = ball->Clone();
    boxFrictionNode->SetPosition(Vector3(0.5f, 0.0f, 0.0f));
    ballFrictionNode->SetPosition(Vector3(1.5f, 0.0f, 0.0f));

    ConstraintFriction2D* constraintFriction = boxFrictionNode->CreateComponent<ConstraintFriction2D>(); // Apply ConstraintDistance2D to box
    constraintFriction->SetOtherBody(ballFrictionNode->GetComponent<RigidBody2D>()); // Constraint ball to box
    //constraintFriction->SetOwnerBodyAnchor(Vector2(boxNode->GetPosition().x_, boxNode->GetPosition().y_);
    //constraintFriction->SetOtherBodyAnchor(Vector2(ballNode->GetPosition().x_, ballNode->GetPosition().y_);
    //constraintFriction->SetMaxForce(10.0f); // ballBody.mass * gravity
    //constraintDistance->SetMaxTorque(10.0f); // ballBody.mass * radius * gravity

    // Create a ConstraintGear2D
    CreateFlag("ConstraintGear2D", -4.97f, -1.0f); // Display Text3D flag
    Node* baseNode = box->Clone();
    RigidBody2D* tempBody = baseNode->GetComponent<RigidBody2D>(); // Get body to make it static
    tempBody->SetBodyType(BT_STATIC);
    baseNode->SetPosition(Vector3(-3.7f, -2.5f, 0.0f));
    Node* ball1Node = ball->Clone();
    ball1Node->SetPosition(Vector3(-4.5f, -2.0f, 0.0f));
    RigidBody2D* ball1Body = ball1Node->GetComponent<RigidBody2D>();
    Node* ball2Node = ball->Clone();
    ball2Node->SetPosition(Vector3(-3.0f, -2.0f, 0.0f));
    RigidBody2D* ball2Body = ball2Node->GetComponent<RigidBody2D>();

    ConstraintRevolute2D* gear1 = baseNode->CreateComponent<ConstraintRevolute2D>(); // Apply constraint to baseBox
    gear1->SetOtherBody(ball1Body); // Constrain ball1 to baseBox
    gear1->SetAnchor(Vector2(ball1Node->GetPosition().x_, ball1Node->GetPosition().y_));
    ConstraintRevolute2D* gear2 = baseNode->CreateComponent<ConstraintRevolute2D>(); // Apply constraint to baseBox
    gear2->SetOtherBody(ball2Body); // Constrain ball2 to baseBox
    gear2->SetAnchor(Vector2(ball2Node->GetPosition().x_, ball2Node->GetPosition().y_));

    ConstraintGear2D* constraintGear = ball1Node->CreateComponent<ConstraintGear2D>(); // Apply constraint to ball1
    constraintGear->SetOtherBody(ball2Body); // Constrain ball2 to ball1
    constraintGear->SetOwnerConstraint(gear1);
    constraintGear->SetOtherConstraint(gear2);
    constraintGear->SetRatio(1.0f);

    ball1Body->ApplyAngularImpulse(0.015f, true); // Animate

    // Create a vehicle from a compound of 2 ConstraintWheel2Ds
    CreateFlag("ConstraintWheel2Ds compound", -2.45f, -1.0f); // Display Text3D flag
    Node* car = box->Clone();
    car->SetScale(Vector3(4.0f, 1.0f, 0.0f));
    car->SetPosition(Vector3(-1.2f, -2.3f, 0.0f));
    StaticSprite2D* tempSprite = car->GetComponent<StaticSprite2D>(); // Get car Sprite in order to draw it on top
    tempSprite->SetOrderInLayer(0); // Draw car on top of the wheels (set to -1 to draw below)
    Node* ball1WheelNode = ball->Clone();
    ball1WheelNode->SetPosition(Vector3(-1.6f, -2.5f, 0.0f));
    Node* ball2WheelNode = ball->Clone();
    ball2WheelNode->SetPosition(Vector3(-0.8f, -2.5f, 0.0f));

    ConstraintWheel2D* wheel1 = car->CreateComponent<ConstraintWheel2D>();
    wheel1->SetOtherBody(ball1WheelNode->GetComponent<RigidBody2D>());
    wheel1->SetAnchor(Vector2(ball1WheelNode->GetPosition().x_, ball1WheelNode->GetPosition().y_));
    wheel1->SetAxis(Vector2(0.0f, 1.0f));
    wheel1->SetMaxMotorTorque(20.0f);
    wheel1->SetFrequencyHz(4.0f);
    wheel1->SetDampingRatio(0.4f);

    ConstraintWheel2D* wheel2 = car->CreateComponent<ConstraintWheel2D>();
    wheel2->SetOtherBody(ball2WheelNode->GetComponent<RigidBody2D>());
    wheel2->SetAnchor(Vector2(ball2WheelNode->GetPosition().x_, ball2WheelNode->GetPosition().y_));
    wheel2->SetAxis(Vector2(0.0f, 1.0f));
    wheel2->SetMaxMotorTorque(10.0f);
    wheel2->SetFrequencyHz(4.0f);
    wheel2->SetDampingRatio(0.4f);

    // ConstraintMotor2D
    CreateFlag("ConstraintMotor2D", 2.53f, -1.0f); // Display Text3D flag
    Node* boxMotorNode = box->Clone();
    tempBody = boxMotorNode->GetComponent<RigidBody2D>(); // Get body to make it static
    tempBody->SetBodyType(BT_STATIC);
    Node* ballMotorNode = ball->Clone();
    boxMotorNode->SetPosition(Vector3(3.8f, -2.1f, 0.0f));
    ballMotorNode->SetPosition(Vector3(3.8f, -1.5f, 0.0f));

    ConstraintMotor2D* constraintMotor = boxMotorNode->CreateComponent<ConstraintMotor2D>();
    constraintMotor->SetOtherBody(ballMotorNode->GetComponent<RigidBody2D>()); // Constrain ball to box
    constraintMotor->SetLinearOffset(Vector2(0.0f, 0.8f)); // Set ballNode position relative to boxNode position = (0,0)
    constraintMotor->SetAngularOffset(0.1f);
    constraintMotor->SetMaxForce(5.0f);
    constraintMotor->SetMaxTorque(10.0f);
    constraintMotor->SetCorrectionFactor(1.0f);
    constraintMotor->SetCollideConnected(true); // doesn't work

    // ConstraintMouse2D is demonstrated in HandleMouseButtonDown() function. It is used to "grasp" the sprites with the mouse.
    CreateFlag("ConstraintMouse2D", 0.03f, -1.0f); // Display Text3D flag

    // Create a ConstraintPrismatic2D
    CreateFlag("ConstraintPrismatic2D", 2.53f, 3.0f); // Display Text3D flag
    Node* boxPrismaticNode = box->Clone();
    tempBody = boxPrismaticNode->GetComponent<RigidBody2D>(); // Get body to make it static
    tempBody->SetBodyType(BT_STATIC);
    Node* ballPrismaticNode = ball->Clone();
    boxPrismaticNode->SetPosition(Vector3(3.3f, 2.5f, 0.0f));
    ballPrismaticNode->SetPosition(Vector3(4.3f, 2.0f, 0.0f));

    ConstraintPrismatic2D* constraintPrismatic = boxPrismaticNode->CreateComponent<ConstraintPrismatic2D>();
    constraintPrismatic->SetOtherBody(ballPrismaticNode->GetComponent<RigidBody2D>()); // Constrain ball to box
    constraintPrismatic->SetAxis(Vector2(1.0f, 1.0f)); // Slide from [0,0] to [1,1]
    constraintPrismatic->SetAnchor(Vector2(4.0f, 2.0f));
    constraintPrismatic->SetLowerTranslation(-1.0f);
    constraintPrismatic->SetUpperTranslation(0.5f);
    constraintPrismatic->SetEnableLimit(true);
    constraintPrismatic->SetMaxMotorForce(1.0f);
    constraintPrismatic->SetMotorSpeed(0.0f);

    // ConstraintPulley2D
    CreateFlag("ConstraintPulley2D", 0.03f, 3.0f); // Display Text3D flag
    Node* boxPulleyNode = box->Clone();
    Node* ballPulleyNode = ball->Clone();
    boxPulleyNode->SetPosition(Vector3(0.5f, 2.0f, 0.0f));
    ballPulleyNode->SetPosition(Vector3(2.0f, 2.0f, 0.0f));

    ConstraintPulley2D* constraintPulley = boxPulleyNode->CreateComponent<ConstraintPulley2D>(); // Apply constraint to box
    constraintPulley->SetOtherBody(ballPulleyNode->GetComponent<RigidBody2D>()); // Constrain ball to box
    constraintPulley->SetOwnerBodyAnchor(Vector2(boxPulleyNode->GetPosition().x_, boxPulleyNode->GetPosition().y_));
    constraintPulley->SetOtherBodyAnchor(Vector2(ballPulleyNode->GetPosition().x_, ballPulleyNode->GetPosition().y_));
    constraintPulley->SetOwnerBodyGroundAnchor(Vector2(boxPulleyNode->GetPosition().x_, boxPulleyNode->GetPosition().y_ + 1));
    constraintPulley->SetOtherBodyGroundAnchor(Vector2(ballPulleyNode->GetPosition().x_, ballPulleyNode->GetPosition().y_ + 1));
    constraintPulley->SetRatio(1.0); // Weight ratio between ownerBody and otherBody

    // Create a ConstraintRevolute2D
    CreateFlag("ConstraintRevolute2D", -2.45f, 3.0f); // Display Text3D flag
    Node* boxRevoluteNode = box->Clone();
    tempBody = boxRevoluteNode->GetComponent<RigidBody2D>(); // Get body to make it static
    tempBody->SetBodyType(BT_STATIC);
    Node* ballRevoluteNode = ball->Clone();
    boxRevoluteNode->SetPosition(Vector3(-2.0f, 1.5f, 0.0f));
    ballRevoluteNode->SetPosition(Vector3(-1.0f, 2.0f, 0.0f));

    ConstraintRevolute2D* constraintRevolute = boxRevoluteNode->CreateComponent<ConstraintRevolute2D>(); // Apply constraint to box
    constraintRevolute->SetOtherBody(ballRevoluteNode->GetComponent<RigidBody2D>()); // Constrain ball to box
    constraintRevolute->SetAnchor(Vector2(-1.0f, 1.5f));
    constraintRevolute->SetLowerAngle(-1.0f); // In radians
    constraintRevolute->SetUpperAngle(0.5f); // In radians
    constraintRevolute->SetEnableLimit(true);
    constraintRevolute->SetMaxMotorTorque(10.0f);
    constraintRevolute->SetMotorSpeed(0.0f);
    constraintRevolute->SetEnableMotor(true);

    // Create a ConstraintRope2D
    CreateFlag("ConstraintRope2D", -4.97f, 1.0f); // Display Text3D flag
    Node* boxRopeNode = box->Clone();
    tempBody = boxRopeNode->GetComponent<RigidBody2D>();
    tempBody->SetBodyType(BT_STATIC);
    Node* ballRopeNode = ball->Clone();
    boxRopeNode->SetPosition(Vector3(-3.7f, 0.7f, 0.0f));
    ballRopeNode->SetPosition(Vector3(-4.5f, 0.0f, 0.0f));

    ConstraintRope2D* constraintRope = boxRopeNode->CreateComponent<ConstraintRope2D>();
    constraintRope->SetOtherBody(ballRopeNode->GetComponent<RigidBody2D>()); // Constrain ball to box
    constraintRope->SetOwnerBodyAnchor(Vector2(0.0f, -0.5f)); // Offset from box (OwnerBody) : the rope is rigid from OwnerBody center to this ownerBodyAnchor
    constraintRope->SetMaxLength(0.9f); // Rope length
    constraintRope->SetCollideConnected(true);

    // Create a ConstraintWeld2D
    CreateFlag("ConstraintWeld2D", -2.45f, 1.0f); // Display Text3D flag
    Node* boxWeldNode = box->Clone();
    Node* ballWeldNode = ball->Clone();
    boxWeldNode->SetPosition(Vector3(-0.5f, 0.0f, 0.0f));
    ballWeldNode->SetPosition(Vector3(-2.0f, 0.0f, 0.0f));

    ConstraintWeld2D* constraintWeld = boxWeldNode->CreateComponent<ConstraintWeld2D>();
    constraintWeld->SetOtherBody(ballWeldNode->GetComponent<RigidBody2D>()); // Constrain ball to box
    constraintWeld->SetAnchor(Vector2(boxWeldNode->GetPosition().x_, boxWeldNode->GetPosition().y_));
    constraintWeld->SetFrequencyHz(4.0f);
    constraintWeld->SetDampingRatio(0.5f);

    // Create a ConstraintWheel2D
    CreateFlag("ConstraintWheel2D",  2.53f, 1.0f); // Display Text3D flag
    Node* boxWheelNode = box->Clone();
    Node* ballWheelNode = ball->Clone();
    boxWheelNode->SetPosition(Vector3(3.8f, 0.0f, 0.0f));
    ballWheelNode->SetPosition(Vector3(3.8f, 0.9f, 0.0f));

    ConstraintWheel2D* constraintWheel = boxWheelNode->CreateComponent<ConstraintWheel2D>();
    constraintWheel->SetOtherBody(ballWheelNode->GetComponent<RigidBody2D>()); // Constrain ball to box
    constraintWheel->SetAnchor(Vector2(ballWheelNode->GetPosition().x_, ballWheelNode->GetPosition().y_));
    constraintWheel->SetAxis(Vector2(0.0f, 1.0f));
    constraintWheel->SetEnableMotor(true);
    constraintWheel->SetMaxMotorTorque(1.0f);
    constraintWheel->SetMotorSpeed(0.0f);
    constraintWheel->SetFrequencyHz(4.0f);
    constraintWheel->SetDampingRatio(0.5f);
    constraintWheel->SetCollideConnected(true); // doesn't work
}
Ejemplo n.º 24
0
Node* TerrySpawner::LoadSprite(String name)
{
	//Vector3 startPos = terrySpawns_->GetChild(Random(0,terrySpawns_->GetNumChildren()))->GetPosition();
	Vector3 startPos = spawnPoint_;

	XMLFile* xmlFile = main_->cache_->GetResource<XMLFile>("Objects/terriesNode.xml");
	Node* spriteNode = scene_->InstantiateXML(xmlFile->GetRoot(),
			startPos, Quaternion::IDENTITY, LOCAL);

	spriteNode->RemoveChild(spriteNode->GetChild("camera"));

	spriteNode->SetName(name);
	spriteNode->AddComponent(new Gravity(context_, main_), 0, LOCAL);
	spriteNode->AddComponent(new Speed(context_, main_), 0, LOCAL);
	//spriteNode->AddComponent(new RotateTo(context_, main_), 0, LOCAL);
	spriteNode->AddComponent(new MoveByTouch(context_, main_), 0, LOCAL);
	spriteNode->AddComponent(new Health(context_, main_), 0, LOCAL);

	spriteNode->GetComponent<MoveByTouch>()->UnsubscribeFromEvent(E_HUDBUTT);

	StaticSprite2D* sprite = spriteNode->CreateComponent<StaticSprite2D>();

	sprite->SetCustomMaterial(SharedPtr<Material>(main_->cache_->GetResource<Material>("Materials/" + name + "Mat.xml")));

	AnimatedSpriteSheet* animatedSpriteSheet = new AnimatedSpriteSheet();
	animatedSpriteSheet->sheet_ = main_->cache_->GetResource<SpriteSheet2D>("Urho2D/" + name + "/" + name + "Sheet.xml");
	animatedSpriteSheet->staticSprite_ = sprite;
	animatedSpriteSheet->playing_ = false;
	animatedSpriteSheet->spriteID_ = spriteIDCount_;
	animatedSpriteSheet->noed_ = spriteNode;
	animatedSpriteSheet->flipX_ = false;

	sprites_.Push(animatedSpriteSheet);

	spriteIDCount_++;

	Vector<String> files;
	files.Push("attackF.xml");
	files.Push("attackM.xml");
	files.Push("dieF.xml");
	files.Push("dieM.xml");
	files.Push("gestureF.xml");
	files.Push("gestureM.xml");
	files.Push("idleF.xml");
	files.Push("idleM.xml");
	files.Push("runF.xml");
	files.Push("runM.xml");

	/*main_->filesystem_->ScanDir(files,
			main_->filesystem_->GetProgramDir() + "Data/Urho2D/" + name + "/animations/",
			"*.xml", SCAN_FILES, false);*/

	for (int x = 0; x < files.Size(); x++)
	{
		XMLElement ani = main_->cache_->GetResource<XMLFile>("Urho2D/" + name + "/animations/" + files[x])->GetRoot();

		SpriteSheetAnimation* spriteSheetAni = new SpriteSheetAnimation();
		animatedSpriteSheet->animations_.Push(spriteSheetAni);

		spriteSheetAni->name_ = ani.GetChild("Name").GetAttribute("name");
		spriteSheetAni->loop_ = ani.GetChild("Loop").GetBool("loop");

		int frameCount = ani.GetChild("FrameCount").GetInt("frameCount");

		for (int x = 0; x < frameCount; x++)
		{
			SpriteSheetAnimationFrame* frame = new SpriteSheetAnimationFrame();
			spriteSheetAni->frames_.Push(frame);

			String child = "Frame" + String(x);

			frame->duration_ = ani.GetChild(child).GetFloat("duration");
			frame->sprite_ = ani.GetChild(child).GetAttribute("sprite");
		}
	}

	bool sex = Random(0,2);
	animatedSpriteSheet->noed_->SetVar("sex",sex);

	VariantMap vm;
	vm[AnimateSpriteSheet::P_NODE] = node_;
	vm[AnimateSpriteSheet::P_SPRITEID] = animatedSpriteSheet->spriteID_;

	if (sex)
	{
		vm[AnimateSpriteSheet::P_ANIMATION] = "idleF";
	}
	else
	{
		vm[AnimateSpriteSheet::P_ANIMATION] = "idleM";
	}

	vm[AnimateSpriteSheet::P_FLIPX] = 0;
	SendEvent(E_ANIMATESPRITESHEET, vm);

	animatedSpriteSheet->noed_->SetVar("collisionCount",0);

	animatedSpriteSheet->noed_->SetVar("attack",1);
	animatedSpriteSheet->noed_->SetVar("attackInterval",1.0f);
	animatedSpriteSheet->noed_->SetVar("attackElapsedTime",0.0f);
	animatedSpriteSheet->noed_->SetVar("canAttack",false);

	animatedSpriteSheet->noed_->SetVar("npcType",1);//0 = hero, 1 = terry

	return spriteNode;
}
Ejemplo n.º 25
0
void AnimatedSprite2D::SetAnimation(Animation2D* animation, LoopMode2D loopMode)
{
    if (animation == animation_)
    {
        SetLoopMode(loopMode_);

        currentTime_ = 0.0f;
        UpdateAnimation(0.0f);
        return;
    }

    for (unsigned i = 0; i < timelineNodes_.Size(); ++i)
    {
        if (timelineNodes_[i])
            timelineNodes_[i]->SetEnabled(false);
    }

    timelineNodes_.Clear();

    animation_ = animation;

    if (!animation_)
        return;

    currentTime_ = 0.0f;

    if (!rootNode_)
    {
        rootNode_ = GetNode()->CreateChild("RootNode", LOCAL);
        rootNode_->SetTemporary(true);
    }

    timelineNodes_.Resize(animation_->GetNumTimelines());
    timelineTransformInfos_.Resize(animation_->GetNumTimelines());

    for (unsigned i = 0; i < animation_->GetNumTimelines(); ++i)
    {
        const Timeline2D& timeline = animation->GetTimeline(i);
        SharedPtr<Node> timelineNode(rootNode_->GetChild(timeline.name_));

        StaticSprite2D* staticSprite = 0;

        if (timelineNode)
        {
            // Enable timeline node
            timelineNode->SetEnabled(true);
            // Get StaticSprite2D component
            if (timeline.type_ == OT_SPRITE)
                staticSprite = timelineNode->GetComponent<StaticSprite2D>();
        }
        else
        {
            // Create new timeline node
            timelineNode = rootNode_->CreateChild(timeline.name_, LOCAL);
            // Create StaticSprite2D component
            if (timeline.type_ == OT_SPRITE)
                staticSprite = timelineNode->CreateComponent<StaticSprite2D>();
        }

        if (staticSprite)
        {
            staticSprite->SetLayer(layer_);
            staticSprite->SetBlendMode(blendMode_);
            staticSprite->SetFlip(flipX_, flipY_);
            staticSprite->SetUseHotSpot(true);
        }

        timelineNodes_[i] = timelineNode;

        timelineTransformInfos_[i].parent_ = timeline.parent_;
    }

    SetLoopMode(loopMode);
    UpdateAnimation(0.0f);

    MarkNetworkUpdate();
}
Ejemplo n.º 26
0
void AnimatedSprite2D::UpdateAnimation(float timeStep)
{
    if (!animation_)
        return;

    currentTime_ += timeStep * speed_;

    float time;
    float animtationLength = animation_->GetLength();

    if (looped_)
    {
        time = fmodf(currentTime_, animtationLength);
        if (time < 0.0f)
            time += animation_->GetLength();
    }
    else
        time = Clamp(currentTime_, 0.0f, animtationLength);

    // Update timeline's local transform
    for (unsigned i = 0; i < timelineTransformInfos_.Size(); ++i)
    {
        const Timeline2D& timeline = animation_->GetTimeline(i);

        const Vector<TimelineKey2D>& objectKeys = timeline.timelineKeys_;
        unsigned index = objectKeys.Size() - 1;
        for (unsigned j = 0; j < objectKeys.Size() - 1; ++j)
        {
            if (time <= objectKeys[j + 1].time_)
            {
                index = j;
                break;
            }
        }

        const TimelineKey2D& currKey = objectKeys[index];
        if (index < objectKeys.Size() - 1)
        {
            const TimelineKey2D& nextKey = objectKeys[index + 1];
            float t = (time - currKey.time_)  / (nextKey.time_ - currKey.time_);
            timelineTransformInfos_[i].worldSpace_ = false;
            timelineTransformInfos_[i].transform_ = currKey.transform_.Lerp(nextKey.transform_, t, currKey.spin_);
            // Update sprite's sprite and hot spot and color
            Node* timelineNode = timelineNodes_[i];
            if (timelineNode)
            {
                StaticSprite2D* staticSprite = timelineNode->GetComponent<StaticSprite2D>();
                if (staticSprite)
                {
                    staticSprite->SetSprite(currKey.sprite_);
                    staticSprite->SetHotSpot(currKey.hotSpot_.Lerp(nextKey.hotSpot_, t));
                    float alpha = Lerp(currKey.alpha_, nextKey.alpha_, t);
                    staticSprite->SetColor(Color(color_.r_, color_.g_, color_.b_, color_.a_ * alpha));
                }
            }
        }
        else
        {
            timelineTransformInfos_[i].worldSpace_ = false;
            timelineTransformInfos_[i].transform_ = currKey.transform_;
            // Update sprite's sprite and hot spot and color
            Node* timelineNode = timelineNodes_[i];
            if (timelineNode)
            {
                StaticSprite2D* staticSprite = timelineNode->GetComponent<StaticSprite2D>();
                if (staticSprite)
                {
                    staticSprite->SetSprite(currKey.sprite_);
                    staticSprite->SetHotSpot(currKey.hotSpot_);
                    staticSprite->SetColor(Color(color_.r_, color_.g_, color_.b_, color_.a_ * currKey.alpha_));
                }
            }
        }
    }

    // Calculate timeline world transform.
    for (unsigned i = 0; i < timelineTransformInfos_.Size(); ++i)
        CalculateTimelineWorldTransform(i);

    // Get mainline key
    const Vector<MainlineKey2D>& mainlineKeys = animation_->GetMainlineKeys();
    const MainlineKey2D* mainlineKey = 0;
    for (unsigned i = 1; i < mainlineKeys.Size(); ++i)
    {
        if (time < mainlineKeys[i].time_)
        {
            mainlineKey = &mainlineKeys[i - 1];
            break;
        }
    }

    if (!mainlineKey)
        mainlineKey = &mainlineKeys.Back();

    // Update node's transform and sprite's z order
    for (unsigned i = 0; i < timelineNodes_.Size(); ++i)
    {
        Node* timelineNode = timelineNodes_[i];
        if (!timelineNode)
            continue;

        const Reference2D* ref = mainlineKey->GetReference(i);
        if (!ref)
        {
            // Disable node
            if (timelineNode->IsEnabled())
                timelineNode->SetEnabled(false);
        }
        else
        {
            // Enable node
            if (!timelineNode->IsEnabled())
                timelineNode->SetEnabled(true);

            // Update node's transform
            const Transform2D& transform = timelineTransformInfos_[i].transform_;
            Vector2 position = transform.position_ * PIXEL_SIZE;
            if (flipX_)
                position.x_ = -position.x_;
            if (flipY_)
                position.y_ = -position.y_;
            timelineNode->SetPosition(position);

            float angle = transform.angle_;
            if (flipX_ != flipY_)
                angle = -angle;
            timelineNode->SetRotation(angle);

            timelineNode->SetScale(transform.scale_);

            // Update sprite's z order
            StaticSprite2D* staticSprite = timelineNode->GetComponent<StaticSprite2D>();
            if (staticSprite)
                staticSprite->SetOrderInLayer(orderInLayer_ + ref->zIndex_);
        }
    }

    MarkForUpdate();
}
Ejemplo n.º 27
0
void Urho2DPhysics::CreateScene()
{
    scene_ = new Scene(context_);
    scene_->CreateComponent<Octree>();
    scene_->CreateComponent<DebugRenderer>();
    // Create camera node
    cameraNode_ = scene_->CreateChild("Camera");
    // Set camera's position
    cameraNode_->SetPosition(Vector3(0.0f, 0.0f, -10.0f));

    Camera* camera = cameraNode_->CreateComponent<Camera>();
    camera->SetOrthographic(true);

    Graphics* graphics = GetSubsystem<Graphics>();
    camera->SetOrthoSize((float)graphics->GetHeight() * PIXEL_SIZE);

    // Create 2D physics world component
    /*PhysicsWorld2D* physicsWorld = */scene_->CreateComponent<PhysicsWorld2D>();

    ResourceCache* cache = GetSubsystem<ResourceCache>();
    Sprite2D* boxSprite = cache->GetResource<Sprite2D>("Urho2D/Box.png");
    Sprite2D* ballSprite = cache->GetResource<Sprite2D>("Urho2D/Ball.png");

    // Create ground.
    Node* groundNode = scene_->CreateChild("Ground");
    groundNode->SetPosition(Vector3(0.0f, -3.0f, 0.0f));
    groundNode->SetScale(Vector3(200.0f, 1.0f, 0.0f));

    // Create 2D rigid body for gound
    /*RigidBody2D* groundBody = */groundNode->CreateComponent<RigidBody2D>();

    StaticSprite2D* groundSprite = groundNode->CreateComponent<StaticSprite2D>();
    groundSprite->SetSprite(boxSprite);

    // Create box collider for ground
    CollisionBox2D* groundShape = groundNode->CreateComponent<CollisionBox2D>();
    // Set box size
    groundShape->SetSize(Vector2(0.32f, 0.32f));
    // Set friction
    groundShape->SetFriction(0.5f);

    for (unsigned i = 0; i < NUM_OBJECTS; ++i)
    {
        Node* node  = scene_->CreateChild("RigidBody");
        node->SetPosition(Vector3(Random(-0.1f, 0.1f), 5.0f + i * 0.4f, 0.0f));

        // Create rigid body
        RigidBody2D* body = node->CreateComponent<RigidBody2D>();
        body->SetBodyType(BT_DYNAMIC);

        StaticSprite2D* staticSprite = node->CreateComponent<StaticSprite2D>();

        if (i % 2 == 0)
        {
            staticSprite->SetSprite(boxSprite);

            // Create box
            CollisionBox2D* box = node->CreateComponent<CollisionBox2D>();
            // Set size
            box->SetSize(Vector2(0.32f, 0.32f));
            // Set density
            box->SetDensity(1.0f);
            // Set friction
            box->SetFriction(0.5f);
            // Set restitution
            box->SetRestitution(0.1f);
        }
        else
        {
            staticSprite->SetSprite(ballSprite);

            // Create circle
            CollisionCircle2D* circle = node->CreateComponent<CollisionCircle2D>();
            // Set radius
            circle->SetRadius(0.16f);
            // Set density
            circle->SetDensity(1.0f);
            // Set friction.
            circle->SetFriction(0.5f);
            // Set restitution
            circle->SetRestitution(0.1f);
        }
    }
}
Ejemplo n.º 28
0
void SceneView3D::HandleDragEnterWidget(StringHash eventType, VariantMap& eventData)
{
    using namespace DragEnterWidget;

    UIWidget* widget = static_cast<UIWidget*>(eventData[P_WIDGET].GetPtr());

    if (widget != this)
        return;

    UIDragObject* dragObject = static_cast<UIDragObject*>(eventData[P_DRAGOBJECT].GetPtr());

    Object* object = dragObject->GetObject();

    if (!object)
        return;

    if (object->GetType() == Asset::GetTypeStatic())
    {
        Asset* asset = (Asset*) object;
        AssetImporter* importer = asset->GetImporter();

        if (!importer)
            return;

        StringHash importerType = importer->GetType();

        if (importerType == PrefabImporter::GetTypeStatic())
        {
            dragNode_ = scene_->CreateChild(asset->GetName());
            PrefabComponent* pc = dragNode_->CreateComponent<PrefabComponent>();
            pc->SetPrefabGUID(asset->GetGUID());
        }
        else if (importerType == ModelImporter::GetTypeNameStatic())
        {
            dragNode_ = scene_->CreateChild();

            SharedPtr<File> file(new File(context_, asset->GetCachePath()));
            SharedPtr<XMLFile> xml(new XMLFile(context_));

            if (!xml->Load(*file))
                return;

            dragNode_->LoadXML(xml->GetRoot());
            dragNode_->SetName(asset->GetName());
        }
        else if (importerType == SpriterImporter::GetTypeNameStatic())
        {
            AnimationSet2D* animationSet = GetSubsystem<ResourceCache>()->GetResource<AnimationSet2D>(asset->GetPath());

            String animationName;

            if (animationSet && animationSet->GetNumAnimations())
            {
                animationName = animationSet->GetAnimation(0)->GetName();
            }

            dragNode_ = scene_->CreateChild(asset->GetName());

            AnimatedSprite2D* sprite = dragNode_->CreateComponent<AnimatedSprite2D>();

            if (!animationName.Length())
                sprite->SetAnimationSet(animationSet);
            else
                sprite->SetAnimation(animationSet, animationName);

        }
        else if (importerType == TextureImporter::GetTypeNameStatic())
        {
            dragNode_ = scene_->CreateChild(asset->GetName());

            Sprite2D* spriteGraphic = GetSubsystem<ResourceCache>()->GetResource<Sprite2D>(asset->GetPath());

            StaticSprite2D* sprite = dragNode_->CreateComponent<StaticSprite2D>();

            sprite->SetSprite(spriteGraphic);
        }


        if (dragNode_.NotNull())
        {
            Input* input = GetSubsystem<Input>();
            IntVector2 pos = input->GetMousePosition();
            UpdateDragNode(pos.x_, pos.y_);
        }



        //LOGINFOF("Dropped %s : %s on SceneView3D", asset->GetPath().CString(), asset->GetGUID().CString());
    }

}