zerokol
I’m new on Urho3d. I`m trying to create a 2D, i was following the demos.
I was trying to order my images (z axis), not worked.
I want that background.jpg in a layer, over it, olympic-logo.png and text
Am I forgetting something?
// Urho2D sprite example.
// This sample demonstrates:
// - Creating a 2D scene with sprite
// - Displaying the scene using the Renderer subsystem
// - Handling keyboard to move and zoom 2D camera
#include "Scripts/Utilities/Sample.as"
void Start()
{
// Execute the common startup for samples
SampleStart();
// Create the scene content
CreateScene();
// Setup the viewport for displaying the scene
SetupViewport();
// Hook up to the frame update events
SubscribeToEvents();
}
void 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(0.0f, 0.0f, -10.0f);
Camera@ camera = cameraNode.CreateComponent("Camera");
camera.orthographic = true;
camera.orthoSize = graphics.height * PIXEL_SIZE;
//----------------------------------------------------------------------------------------
// background
Sprite2D@ backgroundSprite = cache.GetResource("Sprite2D", "Textures/background.jpg");
if (backgroundSprite is null) {
return;
}
Node@ backgroundNode = scene_.CreateChild("StaticSprite2D");
backgroundNode.position = Vector3(0.0f, 0.0f, 3.0f);
StaticSprite2D@ backgroundNodeStaticSprite = backgroundNode.CreateComponent("StaticSprite2D");
// Set blend mode
backgroundNodeStaticSprite.blendMode = BLEND_ALPHA;
// Set sprite
backgroundNodeStaticSprite.sprite = backgroundSprite;
//----------------------------------------------------------------------------------------
// Get logo texture
Sprite2D@ bigLogoSprite = cache.GetResource("Sprite2D", "Textures/olympic-logo.png");
if (bigLogoSprite is null) {
return;
}
Node@ bigLogoNode = scene_.CreateChild("StaticSprite2D");
bigLogoNode.position = Vector3(0.0f, 0.0f, 2.0f);
StaticSprite2D@ bigLogoNodeStaticSprite = bigLogoNode.CreateComponent("StaticSprite2D");
// Set blend mode
bigLogoNodeStaticSprite.blendMode = BLEND_ALPHA;
// Set sprite
bigLogoNodeStaticSprite.sprite = bigLogoSprite;
//----------------------------------------------------------------------------------------
Node@ gameNameNode = scene_.CreateChild("Text3D");
gameNameNode.position = Vector3(0.0f, 0.0f, 1.0f);
// Construct new Text object
Text3D@ gameNameText = gameNameNode.CreateComponent("Text3D");
gameNameText.text = "Matem?tica Ol?mpica";
// Set font and text color
gameNameText.SetFont(cache.GetResource("Font", "Fonts/sf-comic-script.ttf"), 110);
gameNameText.color = Color(0.0f, 0.0f, 0.0f);
// Align Text center-screen
gameNameText.horizontalAlignment = HA_CENTER;
gameNameText.verticalAlignment = VA_CENTER;
//----------------------------------------------------------------------------------------
AnimationSet2D@ animationSet = cache.GetResource("AnimationSet2D", "Urho2D/GoldIcon.scml");
if (animationSet is null)
return;
Node@ spriteNode = scene_.CreateChild("AnimatedSprite2D");
spriteNode.position = Vector3(0.0f, 0.0f, -10.0f);
AnimatedSprite2D@ animatedSprite = spriteNode.CreateComponent("AnimatedSprite2D");
// Set animation
animatedSprite.SetAnimation(animationSet, "idle");
}
void 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
Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
renderer.viewports[0] = viewport;
renderer.defaultZone.fogColor = Color(1.0f, 1.0f, 1.0f); // Set background color for the scene
}
void MoveCamera(float timeStep)
{
// Do not move if the UI has a focused element (the console)
if (ui.focusElement !is null)
return;
// Movement speed as world units per second
const float MOVE_SPEED = 4.0f;
// Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
if (input.keyDown['W'])
cameraNode.Translate(Vector3(0.0f, 1.0f, 0.0f) * MOVE_SPEED * timeStep);
if (input.keyDown['S'])
cameraNode.Translate(Vector3(0.0f, -1.0f, 0.0f) * MOVE_SPEED * timeStep);
if (input.keyDown['A'])
cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
if (input.keyDown['D'])
cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
if (input.keyDown[KEY_PAGEUP])
{
Camera@ camera = cameraNode.GetComponent("Camera");
camera.zoom = camera.zoom * 1.01f;
}
if (input.keyDown[KEY_PAGEDOWN])
{
Camera@ camera = cameraNode.GetComponent("Camera");
camera.zoom = camera.zoom * 0.99f;
}
}
void SubscribeToEvents()
{
// Subscribe HandleUpdate() function for processing update events
SubscribeToEvent("Update", "HandleUpdate");
// Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample
UnsubscribeFromEvent("SceneUpdate");
}
void HandleUpdate(StringHash eventType, VariantMap& eventData)
{
// Take the frame time step, which is stored as a float
float timeStep = eventData["TimeStep"].GetFloat();
// Move the camera, scale movement with time step
MoveCamera(timeStep);
}
// Create XML patch instructions for screen joystick layout specific to this sample app
String patchInstructions =
"<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\">Zoom In</replace>" +
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" +
" <element type=\"Text\">" +
" <attribute name=\"Name\" value=\"KeyBinding\" />" +
" <attribute name=\"Text\" value=\"PAGEUP\" />" +
" </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\">Zoom Out</replace>" +
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">" +
" <element type=\"Text\">" +
" <attribute name=\"Name\" value=\"KeyBinding\" />" +
" <attribute name=\"Text\" value=\"PAGEDOWN\" />" +
" </element>" +
" </add>" +
"</patch>";