I try to develop a 2D game using urho and I have some questions.
I saw there is a class LogicComponent to develop a custom component. But this class uses physic event. So, I want to develop the same class but using the 2D physic events.
These are my questions :
- What is the difference between E_UPDATE and E_SCENEUPDATE events ?
- When can I use E_UPDATE, E_SCENEUPDATE and E_PHYSICPRESTEP ?
I don’t understand what is the PIXEL_SIZE constant and why is it useful.
Sorry for my bad English.
(in international spirit, no apologies for English Second Language are necessary… especially if it’s perfect )
Here are specific pages on physics and events:
urho3d.github.io/documentation/H … ysics.html
urho3d.github.io/documentation/H … ho2_d.html
Those, and the 2D samples, are probably better than my explanations.
E_UPDATE is an application-wide update event.
E_SCENEUPDATE is specific to Scene and scene nodes, and is not sent if scene updates are disabled.
LogicComponent is just a convenience subclass of Component (it makes the samples simpler); you can just create your own Component.
PIXEL_SIZE - I have not used this in Urho, so am not sure. Typically, it’s a device/density-independent pixel abstraction, allowing applications to work in pixels while the graphics converts to device/real pixels.
EDIT: Explained here Simple 2D game tutorial for beginners
Thank you for your answer.
Firstly, I think I’m going to do like you and I won’t use PIXEL_SIZE.
I think I will use E_UPDATE like describe in the documentation and if later I see I need the E_SCENEUPDATE I will use it.