Skip to main content

Creating Game Scene

Creating a Node

To create a node in the Dora SSR engine, you need to create an instance of the Node class, which will be used to build the hierarchical structure of your game scene.

Here's an example of how to create a new Node instance in script code:

-- Create a new Node instance, and it will be automatically
-- mounted to the root node of the game scene
node = Node!

-- Or you can mount it to the root node of the game scene manually
-- Director.entry\addChild node

Setting Node Properties

The Node class has many member variables that can be set, such as x, y, z (position of the node), width, height (size of the node), angle, angleX, angleY (rotation angles of the node), scaleX, scaleY (scaling factors of the node), and visible (whether the node is visible), etc.

Here's an example of how to set these properties in Lua:

with node
.x = 100
.y = 200
.width = 50
.height = 50
.visible = true

Adding Child Nodes

In the Node class, you can add child nodes using the addChild method. Here's an example of how to add a child node in your code:

childNode = Node!
node\addChild childNode

In this example, childNode is added to node as its child node.

Checking Node Properties

The Node class has some read-only member variables, such as hasChildren (whether the node has child nodes), children (a list of child nodes), parent (the parent node of the current node), and boundingBox (the bounding box of the node), etc.

Here's an example of how to check these properties in Lua:

with node
print .hasChildren -- Print whether the node has child nodes
print .children -- Print the list of child nodes
print .parent -- Print the parent node of the current node

Node's Event System

Firstly, the event system of the scene node class supports various types of events, such as action end, tap began, tap ended, tap moved, mouse wheel scroll, etc. Each event type has a specific callback function that gets triggered when the event occurs.

The basic steps to register and handle events are as follows:

  1. Registering an Event: You can register an event on a node to listen to it. For example, you can use the following code pattern to register and listen to an event:
node\slot "EventName", (...)->
-- Add your code here
  1. Handling the Event: When the registered event is triggered, you can add code to handle the event in the callback function and retrieve the event-related parameters. For example, you can add code to handle the action end event in the callback function:
node\slot "ActionEnd", (action, target)->
print "Action completed: #{action} Target node: #{target}"

The commonly used node event types related to game interactions and their corresponding callback function signatures are as follows. Before using these events, you also need to enable the node to receive touch events:

node.touchEnabled = true
  • Tap Filter: Triggered before the tap begins, can be used to filter certain tap events. Callback function signature: function(touch: Touch)
  • Tap Began: Triggered when a tap is detected. Callback function signature: function(touch: Touch)
  • Tap Ended: Triggered when a tap ends. Callback function signature: function(touch: Touch)
  • Tapped: Triggered when a tap is detected and ends. Callback function signature: function(touch: Touch)
  • Tap Moved: Triggered when a tap is moved. Callback function signature: function(touch: Touch)
  • Mouse Wheel Scroll: Triggered when the mouse wheel is scrolled. Callback function signature: function(delta: Vec2)

By registering and handling these events, you can easily add complex interactive functionality to your game nodes. For other available node events, please refer to here.

Node Actions

  Below, we will demonstrate how to use the node action system to create various animation effects.

  1. Move Action:
moveAction = Move duration, startPosition, stopPosition
node\perform moveAction

  In the above code, duration represents the duration of the movement, startPosition is the starting position of the movement, and stopPosition is the target position of the movement.

  1. Scale Action:
scaleAction = Scale duration, startScale, stopScale
node\perform scaleAction

  In the above code, duration represents the duration of the scaling, startScale is the initial scale value, and stopScale is the target scale value.

  1. Rotation Action:
rotateAction = Angle duration, startAngle, stopAngle
node\perform rotateAction

  In the above code, duration represents the duration of the rotation, startAngle is the initial rotation angle, and stopAngle is the target rotation angle.

  You can also combine multiple actions to create more complex animation effects.

  1. Sequence Action:
node\perform Sequence(
Move duration, startPosition, stopPosition
Angle duration, startAngle, stopAngle
)

  In the above code, Move and Angle actions will be executed sequentially in the order they appear in the sequence.

  1. Spawn Action:
node\perform Spawn(
Move duration, startPosition, stopPosition
Scale duration, startScale, stopScale
)

  In the above code, the Move and Scale actions will be executed simultaneously.

  In addition to the action types demonstrated above, our action system also supports other actions such as scaling (ScaleX, ScaleY), rotation (AngleX, AngleY, Roll), skewing (SkewX, SkewY), delay (Delay), event (Event), show (Show), hide (Hide), and anchor point (AnchorX, AnchorY).

  By combining and adjusting these actions, you can create a variety of animation effects to enhance your game experience.

  1. Easing Functions:

  Easing functions can be used to add smooth transitions to actions, making animations appear more natural. In our action system, you can use enumerated parameters to specify different easing functions. Here are some commonly used easing functions and their corresponding enumeration parameters:

  • Linear Easing (Ease.Linear): This is the default easing function, where the action progresses at a constant speed.
  • Ease In-Out Quad (Ease.InOutQuad): The action gradually accelerates and decelerates at the beginning and end, creating a smooth transition.
  • Ease In Quad (Ease.InQuad): The action gradually accelerates.
  • Ease Out Quad (Ease.OutQuad): The action gradually decelerates.
  • Ease Out Elastic (Ease.OutElastic): The action bounces back and forth like a spring.
  • Ease Out Bounce (Ease.OutBounce): The action bounces like a ball.

  When creating an instance of an action, you can pass the easing function as the last parameter to the corresponding creation function. For example:

moveAction = Move(
duration
startPosition
stopPosition
Ease.InOutQuad
)
node\perform moveAction

  In the above example, Ease.InOutQuad specifies the easing function as the ease-in-out effect.

  You can choose the appropriate easing function according to your needs to add more dynamics and details to your actions. Remember to try different easing functions to achieve the desired animation effects. For all available easing functions, please refer to here