I changed 33_Urho2DSpriterAnimation.lua a little bit to create 300 2DSpriteAnimation instead of 1. during running the attack animation, black blinks will appear at certain internals,maybe around 5 seconds. This happens in the ubuntu desktop version or android version. The changed code is as follows:
[code]-- Urho2D sprite example.
– This sample demonstrates:
– - Creating a 2D scene with spriter animation
– - Displaying the scene using the Renderer subsystem
– - Handling keyboard to move and zoom 2D camera
require “LuaScripts/Utilities/Sample”
local spriteNodes = {}
local animationIndex = 0
local animationNames =
{
“idle”,
“run”,
“attack”,
“hit”,
“dead”,
“dead2”,
“dead3”,
}
function Start()
– Execute the common startup for samples
SampleStart()
-- Create the scene content
CreateScene()
-- Create the UI content
CreateInstructions()
-- Setup the viewport for displaying the scene
SetupViewport()
-- Hook up to the frame update events
SubscribeToEvents()
end
function CreateScene()
scene_ = Scene()
-- Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
-- show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates it
-- is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
-- optimizing manner
scene_:CreateComponent("Octree")
-- Create a scene node for the camera, which we will move around
-- The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
cameraNode = scene_:CreateChild("Camera")
-- Set an initial position for the camera scene node above the plane
cameraNode.position = Vector3(0.0, 0.0, -10.0)
local camera = cameraNode:CreateComponent("Camera")
camera.orthographic = true
camera.orthoSize = graphics.height * PIXEL_SIZE
camera.zoom = 0.3 * Min(graphics.width / 1280, graphics.height / 800) -- Set zoom according to user's resolution to ensure full visibility (initial zoom (1.5) is set for full visibility at 1280x800 resolution)
local animationSet = cache:GetResource("AnimationSet2D", "Urho2D/imp/imp.scml")
if animationSet == nil then
return
end
for i=1,300 do
local spriteNode = scene_:CreateChild("SpriterAnimation");
spriteNode.position = Vector3(math.random(30)-30,math.random(30)-30,0);
local animatedSprite = spriteNode:CreateComponent("AnimatedSprite2D")
animatedSprite:SetAnimation(animationSet, animationNames[animationIndex + 1])
spriteNodes[i] = spriteNode
end
end
function CreateInstructions()
– Construct new Text object, set string to display and font to use
local instructionText = ui.root:CreateChild(“Text”)
instructionText:SetText(“Mouse click to play next animation, \nUse WASD keys and mouse to move, Use PageUp PageDown to zoom.”)
instructionText:SetFont(cache:GetResource(“Font”, “Fonts/Anonymous Pro.ttf”), 15)
instructionText.textAlignment = HA_CENTER – Center rows in relation to each other
-- Position the text relative to the screen center
instructionText.horizontalAlignment = HA_CENTER
instructionText.verticalAlignment = VA_CENTER
instructionText:SetPosition(0, ui.root.height / 4)
end
function SetupViewport()
– Set up a viewport to the Renderer subsystem so that the 3D scene can be seen. We need to define the scene and the camera
– at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
– use, but now we just use full screen and default render path configured in the engine command line options
local viewport = Viewport:new(scene_, cameraNode:GetComponent(“Camera”))
renderer:SetViewport(0, viewport)
end
function MoveCamera(timeStep)
– Do not move if the UI has a focused element (the console)
if ui.focusElement ~= nil then
return
end
-- Movement speed as world units per second
local MOVE_SPEED = 4.0
-- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
if input:GetKeyDown(KEY_W) then
cameraNode:Translate(Vector3(0.0, 1.0, 0.0) * MOVE_SPEED * timeStep)
end
if input:GetKeyDown(KEY_S) then
cameraNode:Translate(Vector3(0.0, -1.0, 0.0) * MOVE_SPEED * timeStep)
end
if input:GetKeyDown(KEY_A) then
cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
end
if input:GetKeyDown(KEY_D) then
cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
end
if input:GetKeyDown(KEY_PAGEUP) then
local camera = cameraNode:GetComponent("Camera")
camera.zoom = camera.zoom * 1.01
end
if input:GetKeyDown(KEY_PAGEDOWN) then
local camera = cameraNode:GetComponent("Camera")
camera.zoom = camera.zoom * 0.99
end
end
function SubscribeToEvents()
– Subscribe HandleUpdate() function for processing update events
SubscribeToEvent(“Update”, “HandleUpdate”)
SubscribeToEvent(“MouseButtonDown”, “HandleMouseButtonDown”)
SubscribeToEvent(“TouchBegin”, “HandleMouseButtonDown”)
– Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample
UnsubscribeFromEvent(“SceneUpdate”)
end
function HandleUpdate(eventType, eventData)
– Take the frame time step, which is stored as a float
local timeStep = eventData:GetFloat(“TimeStep”)
–for i = 1,300 do
–spriteNodes[i].position = Vector3(spriteNodes[i].position.x + timeStep,spriteNodes[i].position.y,0);
– print(spriteNode.position.x);
– Move the camera, scale movement with time step
–end
MoveCamera(timeStep)
end
function HandleMouseButtonDown(eventType, eventData)
animationIndex = (animationIndex + 1) % 7
for i=1,300 do
local animatedSprite = spriteNodes[i]:GetComponent(“AnimatedSprite2D”)
animatedSprite:SetAnimation(animationNames[animationIndex + 1], LM_FORCE_LOOPED)
end
end
– Create XML patch instructions for screen joystick layout specific to this sample app
function GetScreenJoystickPatchString()
return
"" …
" <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" …
" <add sel="/element/element[./attribute[@name=‘Name’ and @value=‘Button0’]]">" …
" <element type=“Text”>" …
" <attribute name=“Name” value=“KeyBinding” />" …
" <attribute name=“Text” value=“PAGEUP” />" …
" " …
" " …
" <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" …
" <add sel="/element/element[./attribute[@name=‘Name’ and @value=‘Button1’]]">" …
" <element type=“Text”>" …
" <attribute name=“Name” value=“KeyBinding” />" …
" <attribute name=“Text” value=“PAGEDOWN” />" …
" " …
" " …
""
end
[/code]