/
Metallist64
/
rbfx
Обзор
Документация
Войти
/
Metallist64
/
rbfx
Код
Запросы
0
Задачи
Вики
Пакеты
0
Релизы
0
Аналитика
Безопасность
master
Source/Samples/Utilities2D/Sample2D.cpp
540 строк
21 KB
Eugene Kozlov
Support world origin rebase.
25 фев 2026, 17:42
25 фев 2026, 17:42
45af549
Код
Авторство
О чём код?
// // Copyright (c) 2008-2022 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. // #include <Urho3D/Audio/Sound.h> #include <Urho3D/Audio/SoundSource.h> #include <Urho3D/Core/Context.h> #include <Urho3D/Core/CoreEvents.h> #include <Urho3D/Core/StringUtils.h> #include <Urho3D/Engine/Engine.h> #include <Urho3D/Graphics/Camera.h> #include <Urho3D/Graphics/Texture2D.h> #include <Urho3D/Input/Input.h> #include <Urho3D/IO/File.h> #include <Urho3D/IO/FileSystem.h> #include <Urho3D/Physics2D/CollisionBox2D.h> #include <Urho3D/Physics2D/CollisionChain2D.h> #include <Urho3D/Physics2D/CollisionCircle2D.h> #include <Urho3D/Physics2D/CollisionPolygon2D.h> #include <Urho3D/Physics2D/RigidBody2D.h> #include <Urho3D/Resource/ResourceCache.h> #include <Urho3D/Scene/Scene.h> #include <Urho3D/Scene/ValueAnimation.h> #include <Urho3D/UI/BorderImage.h> #include <Urho3D/UI/Button.h> #include <Urho3D/UI/Font.h> #include <Urho3D/UI/Text.h> #include <Urho3D/UI/UI.h> #include <Urho3D/UI/UIEvents.h> #include <Urho3D/UI/Window.h> #include <Urho3D/Urho2D/AnimatedSprite2D.h> #include <Urho3D/Urho2D/AnimationSet2D.h> #include <Urho3D/Urho2D/ParticleEffect2D.h> #include <Urho3D/Urho2D/ParticleEmitter2D.h> #include <Urho3D/Urho2D/TileMap2D.h> #include <Urho3D/Urho2D/TileMapLayer2D.h> #include <Urho3D/Urho2D/TmxFile2D.h> #include "Utilities2D/Mover.h" #include "Sample2D.h" Sample2D::Sample2D(Context* context) : Object(context) { } void Sample2D::CreateCollisionShapesFromTMXObjects(Node* tileMapNode, TileMapLayer2D* tileMapLayer, const TileMapInfo2D& info) { // Create rigid body to the root node auto* body = tileMapNode->CreateComponent<RigidBody2D>(); body->SetBodyType(BT_STATIC); // Generate physics collision shapes and rigid bodies from the tmx file's objects located in "Physics" layer for (unsigned i = 0; i < tileMapLayer->GetNumObjects(); ++i) { TileMapObject2D* tileMapObject = tileMapLayer->GetObject(i); // Get physics objects // Create collision shape from tmx object switch (tileMapObject->GetObjectType()) { case OT_RECTANGLE: { CreateRectangleShape(tileMapNode, tileMapObject, tileMapObject->GetSize(), info); } break; case OT_ELLIPSE: { CreateCircleShape(tileMapNode, tileMapObject, tileMapObject->GetSize().x_ / 2, info); // Ellipse is built as a Circle shape as it doesn't exist in Box2D } break; case OT_POLYGON: { CreatePolygonShape(tileMapNode, tileMapObject); } break; case OT_POLYLINE: { CreatePolyLineShape(tileMapNode, tileMapObject); } break; // Ignore unsupported tiles. case OT_TILE: break; case OT_INVALID: break; } } } CollisionBox2D* Sample2D::CreateRectangleShape(Node* node, TileMapObject2D* object, const Vector2& size, const TileMapInfo2D& info) { auto* shape = node->CreateComponent<CollisionBox2D>(); shape->SetSize(size); if (info.orientation_ == O_ORTHOGONAL) shape->SetCenter(object->GetPosition() + size / 2); else { shape->SetCenter(object->GetPosition() + Vector2(info.tileWidth_ / 2, 0.0f)); shape->SetAngle(45.0f); // If our tile map is isometric then shape is losange } shape->SetFriction(0.8f); if (object->HasProperty("Friction")) shape->SetFriction(ToFloat(object->GetProperty("Friction"))); return shape; } CollisionCircle2D* Sample2D::CreateCircleShape(Node* node, TileMapObject2D* object, float radius, const TileMapInfo2D& info) { auto* shape = node->CreateComponent<CollisionCircle2D>(); Vector2 size = object->GetSize(); if (info.orientation_ == O_ORTHOGONAL) shape->SetCenter(object->GetPosition() + size / 2); else { shape->SetCenter(object->GetPosition() + Vector2(info.tileWidth_ / 2, 0.0f)); } shape->SetRadius(radius); shape->SetFriction(0.8f); if (object->HasProperty("Friction")) shape->SetFriction(ToFloat(object->GetProperty("Friction"))); return shape; } CollisionPolygon2D* Sample2D::CreatePolygonShape(Node* node, TileMapObject2D* object) { auto* shape = node->CreateComponent<CollisionPolygon2D>(); int numVertices = object->GetNumPoints(); shape->SetVertexCount(numVertices); for (int i = 0; i < numVertices; ++i) shape->SetVertex(i, object->GetPoint(i)); shape->SetFriction(0.8f); if (object->HasProperty("Friction")) shape->SetFriction(ToFloat(object->GetProperty("Friction"))); return shape; } CollisionChain2D* Sample2D::CreatePolyLineShape(Node* node, TileMapObject2D* object) { auto* shape = node->CreateComponent<CollisionChain2D>(); int numVertices = object->GetNumPoints(); shape->SetVertexCount(numVertices); for (int i = 0; i < numVertices; ++i) shape->SetVertex(i, object->GetPoint(i)); shape->SetFriction(0.8f); if (object->HasProperty("Friction")) shape->SetFriction(ToFloat(object->GetProperty("Friction"))); return shape; } Node* Sample2D::CreateCharacter(const TileMapInfo2D& info, float friction, const Vector3& position, float scale) { auto* cache = GetSubsystem<ResourceCache>(); Node* characterNode = scene_->CreateChild("Characters"); Node* spriteNode = characterNode->CreateChild("Imp"); spriteNode->SetPosition(position); spriteNode->SetScale(scale); auto* animatedSprite = spriteNode->CreateComponent<AnimatedSprite2D>(); // Get scml file and Play "idle" anim auto* animationSet = cache->GetResource<AnimationSet2D>("Urho2D/imp/imp.scml"); animatedSprite->SetAnimationSet(animationSet); animatedSprite->SetAnimation("idle"); animatedSprite->SetLayer(3); // Put character over tile map (which is on layer 0) and over Orcs (which are on layer 2) auto* impBody = spriteNode->CreateComponent<RigidBody2D>(); impBody->SetBodyType(BT_DYNAMIC); impBody->SetAllowSleep(false); auto* shape = spriteNode->CreateComponent<CollisionCircle2D>(); shape->SetRadius(1.1f); // Set shape size shape->SetFriction(friction); // Set friction shape->SetRestitution(0.1f); // Bounce return spriteNode; } Node* Sample2D::CreateTrigger() { Node* node = scene_->CreateChild(); // Clones will be renamed according to object type auto* body = node->CreateComponent<RigidBody2D>(); body->SetBodyType(BT_STATIC); auto* shape = node->CreateComponent<CollisionBox2D>(); // Create box shape shape->SetTrigger(true); return node; } Node* Sample2D::CreateEnemy() { auto* cache = GetSubsystem<ResourceCache>(); Node* node = scene_->CreateChild("Enemy"); auto* staticSprite = node->CreateComponent<StaticSprite2D>(); staticSprite->SetSprite(cache->GetResource<Sprite2D>("Urho2D/Aster.png")); auto* body = node->CreateComponent<RigidBody2D>(); body->SetBodyType(BT_STATIC); auto* shape = node->CreateComponent<CollisionCircle2D>(); // Create circle shape shape->SetRadius(0.25f); // Set radius return node; } Node* Sample2D::CreateOrc() { auto* cache = GetSubsystem<ResourceCache>(); Node* node = scene_->CreateChild("Orc"); node->SetScale(scene_->GetChild("Imp", true)->GetScale()); auto* animatedSprite = node->CreateComponent<AnimatedSprite2D>(); auto* animationSet = cache->GetResource<AnimationSet2D>("Urho2D/Orc/Orc.scml"); animatedSprite->SetAnimationSet(animationSet); animatedSprite->SetAnimation("run"); // Get scml file and Play "run" anim animatedSprite->SetLayer(2); // Make orc always visible auto* body = node->CreateComponent<RigidBody2D>(); auto* shape = node->CreateComponent<CollisionCircle2D>(); shape->SetRadius(1.3f); // Set shape size shape->SetTrigger(true); return node; } Node* Sample2D::CreateCoin() { auto* cache = GetSubsystem<ResourceCache>(); Node* node = scene_->CreateChild("Coin"); node->SetScale(0.5); auto* animatedSprite = node->CreateComponent<AnimatedSprite2D>(); auto* animationSet = cache->GetResource<AnimationSet2D>("Urho2D/GoldIcon.scml"); animatedSprite->SetAnimationSet(animationSet); // Get scml file and Play "idle" anim animatedSprite->SetAnimation("idle"); animatedSprite->SetLayer(4); auto* body = node->CreateComponent<RigidBody2D>(); body->SetBodyType(BT_STATIC); auto* shape = node->CreateComponent<CollisionCircle2D>(); // Create circle shape shape->SetRadius(0.32f); // Set radius shape->SetTrigger(true); return node; } Node* Sample2D::CreateMovingPlatform() { auto* cache = GetSubsystem<ResourceCache>(); Node* node = scene_->CreateChild("MovingPlatform"); node->SetScale(Vector3(3.0f, 1.0f, 0.0f)); auto* staticSprite = node->CreateComponent<StaticSprite2D>(); staticSprite->SetSprite(cache->GetResource<Sprite2D>("Urho2D/Box.png")); auto* body = node->CreateComponent<RigidBody2D>(); body->SetBodyType(BT_STATIC); auto* shape = node->CreateComponent<CollisionBox2D>(); // Create box shape shape->SetSize(Vector2(0.32f, 0.32f)); // Set box size shape->SetFriction(0.8f); // Set friction return node; } void Sample2D::PopulateMovingEntities(TileMapLayer2D* movingEntitiesLayer) { // Create enemy (will be cloned at each placeholder) Node* enemyNode = CreateEnemy(); Node* orcNode = CreateOrc(); Node* platformNode = CreateMovingPlatform(); Node* movingEntities = scene_->CreateChild("Moving Entities"); enemyNode->SetParent(movingEntities); orcNode->SetParent(movingEntities); platformNode->SetParent(movingEntities); // Instantiate enemies and moving platforms at each placeholder (placeholders are Poly Line objects defining a path from points) for (unsigned i=0; i < movingEntitiesLayer->GetNumObjects(); ++i) { // Get placeholder object TileMapObject2D* movingObject = movingEntitiesLayer->GetObject(i); // Get placeholder object if (movingObject->GetObjectType() == OT_POLYLINE) { // Clone the enemy and position it at placeholder point Node* movingClone; Vector2 offset = Vector2(0.0f, 0.0f); if (movingObject->GetType() == "Enemy") { movingClone = enemyNode->Clone(); offset = Vector2(0.0f, -0.32f); } else if (movingObject->GetType() == "Orc") movingClone = orcNode->Clone(); else if (movingObject->GetType() == "MovingPlatform") movingClone = platformNode->Clone(); else continue; movingClone->SetPosition2D(movingObject->GetPoint(0) + offset); // Create script object that handles entity translation along its path auto* mover = movingClone->CreateComponent<Mover>(); // Set path from points ea::vector<Vector2> path = CreatePathFromPoints(movingObject, offset); mover->path_ = path; // Override default speed if (movingObject->HasProperty("Speed")) mover->speed_ = ToFloat(movingObject->GetProperty("Speed")); } } // Remove nodes used for cloning purpose enemyNode->Remove(); orcNode->Remove(); platformNode->Remove(); } void Sample2D::PopulateCoins(TileMapLayer2D* coinsLayer) { // Create coin (will be cloned at each placeholder) Node* coinNode = CreateCoin(); // Instantiate coins to pick at each placeholder for (unsigned i=0; i < coinsLayer->GetNumObjects(); ++i) { TileMapObject2D* coinObject = coinsLayer->GetObject(i); // Get placeholder object Node* coinClone = coinNode->Clone(); coinClone->SetPosition2D(coinObject->GetPosition() + coinObject->GetSize() / 2 + Vector2(0.0f, 0.16f)); } // Remove node used for cloning purpose coinNode->Remove(); } void Sample2D::PopulateTriggers(TileMapLayer2D* triggersLayer) { // Create trigger node (will be cloned at each placeholder) Node* triggerNode = CreateTrigger(); // Instantiate triggers at each placeholder (Rectangle objects) for (unsigned i=0; i < triggersLayer->GetNumObjects(); ++i) { TileMapObject2D* triggerObject = triggersLayer->GetObject(i); // Get placeholder object if (triggerObject->GetObjectType() == OT_RECTANGLE) { Node* triggerClone = triggerNode->Clone(); triggerClone->SetName(triggerObject->GetType()); auto* shape = triggerClone->GetComponent<CollisionBox2D>(); shape->SetSize(triggerObject->GetSize()); triggerClone->SetPosition2D(triggerObject->GetPosition() + triggerObject->GetSize() / 2); } } } float Sample2D::Zoom(Camera* camera) { auto* input = GetSubsystem<Input>(); float zoom_ = camera->GetZoom(); if (input->GetMouseMoveWheel() != 0) { zoom_ = Clamp(zoom_ + input->GetMouseMoveWheel() * 0.1f, CAMERA_MIN_DIST, CAMERA_MAX_DIST); camera->SetZoom(zoom_); } if (input->GetKeyDown(KEY_PAGEUP)) { zoom_ = Clamp(zoom_ * 1.01f, CAMERA_MIN_DIST, CAMERA_MAX_DIST); camera->SetZoom(zoom_); } if (input->GetKeyDown(KEY_PAGEDOWN)) { zoom_ = Clamp(zoom_ * 0.99f, CAMERA_MIN_DIST, CAMERA_MAX_DIST); camera->SetZoom(zoom_); } return zoom_; } ea::vector<Vector2> Sample2D::CreatePathFromPoints(TileMapObject2D* object, const Vector2& offset) { ea::vector<Vector2> path; for (unsigned i=0; i < object->GetNumPoints(); ++i) path.push_back(object->GetPoint(i) + offset); return path; } void Sample2D::CreateUIContent(const ea::string& demoTitle, int remainingLifes, int remainingCoins) { auto* cache = GetSubsystem<ResourceCache>(); auto* ui = GetSubsystem<UI>(); // Set the default UI style and font ui->GetRoot()->SetDefaultStyle(cache->GetResource<XMLFile>("UI/DefaultStyle.xml")); auto* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"); // We create in-game UIs (coins and lifes) first so that they are hidden by the fullscreen UI (we could also temporary hide them using SetVisible) // Create the UI for displaying the remaining coins auto* coinsUI = ui->GetRoot()->CreateChild<BorderImage>("Coins"); coinsUI->SetTexture(cache->GetResource<Texture2D>("Urho2D/GoldIcon.png")); coinsUI->SetSize(50, 50); coinsUI->SetImageRect(IntRect(0, 64, 60, 128)); coinsUI->SetAlignment(HA_LEFT, VA_TOP); coinsUI->SetPosition(5, 5); auto* coinsText = coinsUI->CreateChild<Text>("CoinsText"); coinsText->SetAlignment(HA_CENTER, VA_CENTER); coinsText->SetFont(font, 24); coinsText->SetTextEffect(TE_SHADOW); coinsText->SetText(ea::to_string(remainingCoins)); // Create the UI for displaying the remaining lifes auto* lifeUI = ui->GetRoot()->CreateChild<BorderImage>("Life"); lifeUI->SetTexture(cache->GetResource<Texture2D>("Urho2D/imp/imp_all.png")); lifeUI->SetSize(70, 80); lifeUI->SetAlignment(HA_RIGHT, VA_TOP); lifeUI->SetPosition(-5, 5); auto* lifeText = lifeUI->CreateChild<Text>("LifeText"); lifeText->SetAlignment(HA_CENTER, VA_CENTER); lifeText->SetFont(font, 24); lifeText->SetTextEffect(TE_SHADOW); lifeText->SetText(ea::to_string(remainingLifes)); // Create the fullscreen UI for start/end auto* fullUI = ui->GetRoot()->CreateChild<Window>("FullUI"); fullUI->SetStyleAuto(); fullUI->SetSize(ui->GetRoot()->GetWidth(), ui->GetRoot()->GetHeight()); fullUI->SetEnabled(false); // Do not react to input, only the 'Exit' and 'Play' buttons will // Create the title auto* title = fullUI->CreateChild<BorderImage>("Title"); title->SetMinSize(fullUI->GetWidth(), 50); title->SetTexture(cache->GetResource<Texture2D>("Textures/HeightMap.png")); title->SetFullImageRect(); title->SetAlignment(HA_CENTER, VA_TOP); auto* titleText = title->CreateChild<Text>("TitleText"); titleText->SetAlignment(HA_CENTER, VA_CENTER); titleText->SetFont(font, 24); titleText->SetText(demoTitle); // Create the image auto* spriteUI = fullUI->CreateChild<BorderImage>("Sprite"); spriteUI->SetTexture(cache->GetResource<Texture2D>("Urho2D/imp/imp_all.png")); spriteUI->SetSize(238, 271); spriteUI->SetAlignment(HA_CENTER, VA_CENTER); spriteUI->SetPosition(0, - ui->GetRoot()->GetHeight() / 4); // Create the 'EXIT' button auto* exitButton = ui->GetRoot()->CreateChild<Button>("ExitButton"); exitButton->SetStyleAuto(); exitButton->SetFocusMode(FM_RESETFOCUS); exitButton->SetSize(100, 50); exitButton->SetAlignment(HA_CENTER, VA_CENTER); exitButton->SetPosition(-100, 0); auto* exitText = exitButton->CreateChild<Text>("ExitText"); exitText->SetAlignment(HA_CENTER, VA_CENTER); exitText->SetFont(font, 24); exitText->SetText("EXIT"); SubscribeToEvent(exitButton, E_RELEASED, URHO3D_HANDLER(Sample2D, HandleExitButton)); // Create the 'PLAY' button auto* playButton = ui->GetRoot()->CreateChild<Button>("PlayButton"); playButton->SetStyleAuto(); playButton->SetFocusMode(FM_RESETFOCUS); playButton->SetSize(100, 50); playButton->SetAlignment(HA_CENTER, VA_CENTER); playButton->SetPosition(100, 0); auto* playText = playButton->CreateChild<Text>("PlayText"); playText->SetAlignment(HA_CENTER, VA_CENTER); playText->SetFont(font, 24); playText->SetText("PLAY"); // SubscribeToEvent(playButton, E_RELEASED, HANDLER(Urho2DPlatformer, HandlePlayButton)); // Create the instructions auto* instructionText = ui->GetRoot()->CreateChild<Text>("Instructions"); instructionText->SetText("Use WASD keys or Arrows to move\nPageUp/PageDown/MouseWheel to zoom\n'Z' to toggle debug geometry\nSpace to fight"); instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15); instructionText->SetTextAlignment(HA_CENTER); // Center rows in relation to each other instructionText->SetAlignment(HA_CENTER, VA_CENTER); instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4); // Show mouse cursor auto* input = GetSubsystem<Input>(); input->SetMouseVisible(true); } void Sample2D::HandleExitButton(StringHash eventType, VariantMap& eventData) { auto* engine = GetSubsystem<Engine>(); engine->Exit(); } void Sample2D::SaveScene(bool initial) { savedScene_.Clear(); scene_->Save(savedScene_); } void Sample2D::CreateBackgroundSprite(const TileMapInfo2D& info, float scale, const ea::string& texture) { auto* cache = GetSubsystem<ResourceCache>(); Node* node = scene_->CreateChild("Background"); node->SetPosition(Vector3(info.GetMapWidth(), info.GetMapHeight(), 0) / 2); node->SetScale(scale); auto* sprite = node->CreateComponent<StaticSprite2D>(); sprite->SetSprite(cache->GetResource<Sprite2D>(texture)); SetRandomSeed(Time::GetSystemTime()); // Randomize from system clock sprite->SetColor(Color(Random(0.0f, 1.0f), Random(0.0f, 1.0f), Random(0.0f, 1.0f), 1.0f)); sprite->SetLayer(-99); } void Sample2D::SpawnEffect(Node* node) { auto* cache = GetSubsystem<ResourceCache>(); Node* particleNode = node->CreateChild("Emitter"); particleNode->SetScale(0.5f / node->GetScale().x_); auto* particleEmitter = particleNode->CreateComponent<ParticleEmitter2D>(); particleEmitter->SetLayer(2); particleEmitter->SetEffect(cache->GetResource<ParticleEffect2D>("Urho2D/sun.pex")); } void Sample2D::PlaySoundEffect(const ea::string& soundName) { auto* cache = GetSubsystem<ResourceCache>(); auto* source = scene_->CreateComponent<SoundSource>(); auto* sound = cache->GetResource<Sound>("Sounds/" + soundName); if (sound != nullptr) { source->SetAutoRemoveMode(REMOVE_COMPONENT); source->Play(sound); } }