Пример #1
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));
}
Пример #2
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");
}
Пример #3
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);
}
Пример #5
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));
}
Пример #6
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();
}