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@@ -171,29 +171,36 @@ functions for points, lines, segments, rectangles, polygons, circles, text
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and bitmaps.
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All functions accept as the first two parameters a \var{PGDKdrawable}, which
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-can be a \var{TGDKWindow} or \var{TGDkPixmap}, and a \var{PGdkGC}, a pointer
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-to a graphics context. These parameters are omitted from the following
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-declarations:
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+can be a pointer to a \var{TGDKWindow} or a \var{TGDkPixmap}, and a
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+\var{PGdkGC}, a pointer to a graphics context.
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+
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+These parameters are omitted from the following declarations:
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\begin{verbatim}
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procedure gdk_draw_point(x,y:gint);
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procedure gdk_draw_line(x1,y1,x2,y2:gint);
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procedure gdk_draw_rectangle(filled,x,y,width,height:gint);
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\end{verbatim}
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+The above functions draw respectively a dot, a line and a rectangle.
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The meaning of the parameters for these functions is obvious.
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-For the rectangle, care must be taken. If \var{Filled} is false (-1) then
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-the drawn rectangle is actually \var{Width+1}, \var{Height+1}. If it is
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-filled, then the width are height are as specified.
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+For the rectangle, care must be taken. If the parameter \var{Filled} is
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+False (-1) then the drawn rectangle has actually a width and height of
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+\var{Width+1}, \var{Height+1}. If it is filled, then the width and
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+height are as specified in the call to \var{gdk\_draw\_rectangle}.
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The following functions can be used to draw a series of lines:
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\begin{verbatim}
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procedure gdk_draw_polygon(filled:gint;points:PGdkPoint; npoints:gint);
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-procedure gdk_draw_segments(segs:PGdkSegment; nsegs:gint);
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procedure gdk_draw_lines(points:PGdkPoint; npoints:gint);
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+procedure gdk_draw_segments(segs:PGdkSegment; nsegs:gint);
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\end{verbatim}
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The \var{gdk\_draw\_polygon} polygon takes a series of dots and connects
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-them using lines, optionally filling them. A \var{TGDKPoint} record contains
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- 2 fields \var{X,Y} which specify the location of a point. If needed, the
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-first and last points are also connected using a line.
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+them using lines, optionally filling them. The points are specified by a
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+pointer to an array of \var{TGDKPoint} records (there should be \var{npoint}
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+such records in the array).
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+A \var{TGDKPoint} record contains 2 fields: \var{X,Y} which specify the
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+location of a point.
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+If needed, the first and last points are also connected using a line.
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+
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The \var{gdk\_draw\_lines} does the same, only it cannot be filled, and it
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will not connect the first and last points.
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The \var{gdk\_draw\_segments} requires a series of \var{TGDKSegment}
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@@ -225,6 +232,13 @@ procedure gdk_draw_string(drawable:PGdkDrawable; font:PGdkFont; gc:PGdkGC;
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\end{verbatim}
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The meaning of the parameters for this functions should be obvious.
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+The font for the \var{gdk\_draw\_string} can be obtained using the
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+\var{gdk\_font\_load} function:
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+\begin{verbatim}
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+ function gdk_font_load(font_name:Pgchar):PGdkFont;
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+\end{verbatim}
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+The font name should be specified as an X font path.
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+
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All this is demonstrated in the following program:
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\begin{lstlisting}{}
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program graphics;
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@@ -352,17 +366,343 @@ Begin
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gtk_main();
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end.
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\end{lstlisting}
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-The main program startsby creating a main window,
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+The main program starts by creating a main window,
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and adding a \var{TGTKDrawingArea} to it. It then connects 2 event handlers,
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one to stop the application if the window is closed (\var{CloseApp}),
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the other to draw the \var{TGTKDrawingArea} when it is exposed
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(\var{Exposed}). This latter contains the actual drawing routines, and is
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-pretty self-explaining.
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+pretty self-explaining. It simply demonstrates the use of the drawing
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+primitives explained above.
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Note that the allocated colors are not freed again, so this program does
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contain a memory leak.
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\section{Animation}
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+The GDK drawing functions can be used to draw directly on a window visible
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+on the screen. This is OK for normal applications, but applications that
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+have a lot of (changing) graphics will soon see a flickering screen.
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+
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+Luckily, GDK provides a means to cope with this: Instead of drawing directly
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+on the screen, one can draw on a bitmap which exists in memory, and copy
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+parts of the bitmap to the screen on an as-need basis.
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+
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+This is the reason why the GDK drawing functions generally accept a
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+\var{PGDKdrawable} parameter: This can be of the type \var{PgdkWindow} or
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+\var{PGDKPixmap}: The \var{TGDKPixmap} can be used to do the drawing in the
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+background, and then copy the pixmap to the actual window.
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+
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+This technique, known as double buffering, will be demonstrated in a small
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+arcade game: BreakOut. The game is quite simple: at the top of the screen,
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+there are a series of bricks. At the bottom of the screen is a small pad,
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+which can be move left or right using the cursor keys. A ball bounces on the
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+screen. When the ball hits a brick, the brick dissappears. When the ball
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+hits the bottom of the window, the ball is lost. The pad can be used to
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+prevent the ball from hitting the bottom window.
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+
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+When the pad hits the ball, the ball is accellerated in the direction the
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+pad was moving at the moment of impact. Also, an idea of 'slope' is
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+introduced: If the ball hits the pad at some distance from the pad's center,
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+the ball's trajectory is slightly disturbed, as if the pad has a slope.
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+
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+After 5 balls were lost, the game is over. If all bricks have been
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+destroyed, a next level is started.
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+
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+As stated above, the game will be implemented using double buffering.
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+The ball and pad themselves will be implemented as pixmaps; the bricks
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+will be drawn as simple rectangles.
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+
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+These three objects will be implemented using a series of classes:
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+\var{TGraphicalObject}, which introduces a position and size. This class
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+will have 2 descendents: \var{TBlock}, which will draw a block on the
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+screen and \var{TSprite}, which contains all functionality to draw a moving
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+pixmap on the screen. From \var{TSprite}, \var{TBall} and \var{TPad} will be
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+derived. These two objects introduce the behaviour specific to the ball and
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+pad in the game.
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+
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+The blocks will be managed by a \var{TBlockList} class, which is a
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+descendent of the standard \var{TList} class.
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+
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+All these objects are managed by a \var{TBreakOut} class, which contains the
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+game logic. The class structure could be improved a bit, but the idea is
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+more to separate the logic of the different objects.
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+
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+The \var{TGraphicalObject} class is a simple object which introduces some
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+easy access properties to get the position and size of the object:
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+\begin{verbatim}
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+TGraphicalObject = Class(TObject)
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+ FRect : TGdkRectangle;
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+Public
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+ Function Contains(X,Y : Integer) : Boolean;
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+ Property Left : SmallInt Read FRect.x Write Frect.x;
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+ Property Top : SmallInt Read FRect.y Write Frect.y;
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+ Property Width : Word Read Frect.Width Write Frect.Width;
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+ Property Height : Word Read Frect.Height Write Frect.Height;
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+end;
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+\end{verbatim}
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+
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+The \var{TBlock} object is a simple descendent of the var{TGraphicalObject}
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+class:
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+\begin{verbatim}
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+TBlock = Class(TGraphicalObject)
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+Private
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+ FMaxHits : Integer;
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+ FBlockList : TBlockList;
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+ FGC : PGDKGC;
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+ FColor : PGDKColor;
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+ FNeedRedraw : Boolean;
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+ Procedure CreateGC;
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+ Function DrawingArea : PGtkWidget;
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+ Function PixMap : PgdkPixMap;
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+Public
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+ Procedure Draw;
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+ Function Hit : Boolean;
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+ Constructor Create (ABlockList : TBlockList);
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+ Property Color : PGDKColor Read FColor Write FColor;
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+end;
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+\end{verbatim}
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+The \var{FMaxHits} field determines how many times the ball must hit the
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+brick before it dissappears. With each hit, the field is decremented by 1.
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+
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+The \var{FBlockList} refers to the blocklist object that will manage the
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+block. The needed drawing widget and the pixmap on which the block must be
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+drawn are obtained from the blockmanager using the \var{DrawingArea} and
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+\var{Pixmap} functions.
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+The \var{Draw} procedure will draw the block at it's position on the pixmap.
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+The \var{Color} property determines the color in which the block will be
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+drawn.
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+
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+The implementation of the \var{TBlock} methods are quite simple. The first
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+methods don't need any explanation.
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+\begin{verbatim}
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+Constructor TBlock.Create (ABlockList : TBlockList);
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+
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+begin
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+ Inherited Create;
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+ FBlockList:=ABlockList;
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+ FMaxHits:=1;
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+end;
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+
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+Function TBlock.DrawingArea : PGtkWidget;
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+
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+begin
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+ Result:=FBlockList.FBreakout.FDrawingArea;
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+end;
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+
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+Function TBlock.PixMap : PgdkPixMap;
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+
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+begin
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+ Result:=FBlockList.PixMap;
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+end;
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+\end{verbatim}
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+The first interesting method is the \var{CreateGC} method:
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+\begin{verbatim}
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+Procedure TBlock.CreateGC;
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+
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+begin
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+ FGC:=gdk_gc_new(DrawingArea^.Window);
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+ gdk_gc_set_foreground(FGC,FColor);
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+ gdk_gc_set_fill(FGC,GDK_SOLID);
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+ FNeedRedraw:=True;
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+end;
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+\end{verbatim}
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+The method is called the first time the block must be drawn. It allocates a
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+new graphics context using the \var{gdk\_gc\_new} function. This function
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+accepts a pointer to a \var{TGTKWidget} as a parameter and returns a new
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+graphics context. After the graphics context is created, the foreground
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+color and fill style are set. (it is assumed that \var{FColor} points
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+to a valid color)
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+
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+The \var{Draw} procedure actually draws the block on the pixmap, using
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+the graphics context created in the previous method:
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+\begin{verbatim}
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+Procedure TBlock.Draw;
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+
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+begin
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+ if FGC=Nil then
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+ CreateGC;
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+ if FNeedRedraw Then
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+ begin
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+ gdk_draw_rectangle(PGDKDrawable(Pixmap),FGC,-1,Left,Top,Width,Height);
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+ FNeedRedraw:=False;
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+ end;
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+end;
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+\end{verbatim}
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+The \var{FNeedRedraw} procedure is used for optimization.
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+
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+Finally, the \var{Hit} method is called when the block is hit by the ball.
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+It will decrease the \var{FMaxHits} field, and if it reaches zero, the
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+place occupied by the block is redrawn in the background color. After that,
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+it removes itself from the blocklist and frees itself.
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+\begin{verbatim}
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+Function TBlock.Hit : Boolean;
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+begin
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+ Dec(FMaxHits);
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+ Result:=FMaxHits=0;
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+ If Result then
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+ begin
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+ FBlockList.FBreakOut.DrawBackground(FRect);
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+ FBlockList.Remove(Self);
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+ Free;
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+ end;
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+end;
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+\end{verbatim}
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+
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+The \var{TSprite} object is a little more involved. The declaration is
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+as follows:
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+\begin{verbatim}
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+TSprite = Class(TGraphicalObject)
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+ FPreviousTop,
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+ FPreviousLeft : Integer;
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+ FDrawingArea : PGtkWidget;
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+ FDrawPixMap : PgdkPixmap;
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+ FPixMap : PgdkPixMap;
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+ FBitMap : PGdkBitMap;
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+Protected
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+ Procedure CreateSpriteFromData(SpriteData : PPGchar);
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+ Procedure CreatePixMap; Virtual; Abstract;
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+ Procedure SavePosition;
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+Public
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+ Constructor Create(DrawingArea: PGtkWidget);
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+ Procedure Draw;
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+ Function GetChangeRect (Var Rect : TGDkRectAngle) : Boolean;
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+ Property PixMap : PgdkPixMap Read FPixMap;
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+ Property BitMap : PGdkBitMap Read FBitMap;
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+end;
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+\end{verbatim}
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+The important property is the \var{PixMap} property; this contains the
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+pixmap with the sprite's image. The \var{BitMap} property contains the
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+bitmap associated with the pixmap. The second important method is the
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+\var{GetChangeRect} method; it returns the rectangle occupied by the
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+sprite at its previous position. This will be used to 'move' the sprite:
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+When moving the sprite, the current position is saved (using
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+\var{SavePosition}), and the new position is set. After that, the old
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+position is cleared, and the sprite is drawn at the new position.
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+
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+All this drawing is done on the background pixmap, to avoid flickering
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+when drawing: The result of the two drawing steps is shown at once.
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+
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+The implementation of the \var{Draw} method is quite straightforward:
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+\begin{verbatim}
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+Procedure TSprite.Draw;
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+
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+Var
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+ gc : PGDKGc;
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+
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+begin
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+ if FPixMap=Nil then
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+ CreatePixMap;
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+ gc:=gtk_widget_get_style(FDrawingArea)^.fg_gc[GTK_STATE_NORMAL];
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+ gdk_gc_set_clip_origin(gc,Left,Top);
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+ gdk_gc_set_clip_mask(gc,FBitmap);
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+ gdk_draw_pixmap(FDrawPixMap,gc,FPixMap,0,0,Left,Top,Width,Height)
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+ gdk_gc_set_clip_mask(gc,Nil);
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+end;
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+\end{verbatim}
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+After the pixmap has been created (a method which must be implemented by
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+descendent objects), the graphics context of the drawing area is retrieved
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+to do the drawing.
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+
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+The bitmap is drawn using the clipping functionality of the GDK toolkit:
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+To this end, the clip origin is set to the position of the sprite, and
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+the clip bitmask is set from the \var{FBitmap}, which is created when the
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+sprite's pixmap is created. When drawing the pixmap, only the bits in the
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+bitmap will be drawn, other bits are left untouched.
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+
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+The pixmap is drawn using the \var{gdk\_draw\_pixmap} function. This
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+function copies a region from one \var{TGDKDrawable} to another.
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+It is defined as follows:
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+\begin{verbatim}
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+procedure gdk_draw_pixmap(drawable:PGdkDrawable; gc:PGdkGC;
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+ src:PGdkDrawable;
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+ xsrc,ysrc,xdest,ydest,width,height:gint);
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+\end{verbatim}
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+The function, as all GDK drawing functions, takes a \var{PGDKDrawable}
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+pointer and a graphics contexts as its first two arguments. The third
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+argument is the \var{TGDKDrawable} which should be copied. The
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+\var{xsrc,ysrc} parameters indicate the position of the region that should
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+be copied in the source \var{TGDKDrawable}; the \var{xdest,ydest} indicate
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+the position in the target \var{TGDKDrawable} where the bitmap should be
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+drawn.
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+
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+In the case of \var{TSprite}, the function is used to copy the sprite's
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+bitmap onto the memory pixmap with the game image. After the bitmap was
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+copied, the clip mask is removed again.
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+
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+The creation of the pixmap happens when the sprite is drawn for the first
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+time; The \var{CreateSpriteFromData} method accepts a pointer to an XPM
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+pixmap, and uses the \var{gdk\_pixmap\_create\_from\_xpm\_d} function
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+(explained in the previous article) to create the actual pixmap and the
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+corresponding bitmap.
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+\begin{verbatim}
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+Procedure TSprite.CreateSpriteFromData(SpriteData : PPGChar);
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+
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+begin
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+ FPixMap:=gdk_pixmap_create_from_xpm_d(FDrawingArea^.Window,
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+ @FBitmap,
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+ Nil,
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+ SpriteData);
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+end;
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+\end{verbatim}
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+This method can be used by the descendent object's \var{CreatePixmap}
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+procedure.
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+
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+The \var{SavePosition} and \var{GetChangeRect} methods are very
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+straightforward:
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+\begin{verbatim}
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+Function TSprite.GetChangeRect (Var Rect : TGDkRectAngle) : Boolean;
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+
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+begin
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+ Result:=(FPreviousLeft<>Left) or (FPreviousTop<>Top);
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+ If Result then
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+ With Rect do
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+ begin
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+ x:=FPreviousLeft;
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+ y:=FPreviousTop;
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+ Width:=Abs(Left-FPreviousLeft)+self.Width;
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+ height:=Abs(Top-FPreviousTop)+self.Height;
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+ end;
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+end;
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+
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+Procedure TSprite.SavePosition;
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+
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+begin
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+ FPreviousLeft:=Left;
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+ FPreviousTop:=Top;
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+end;
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+\end{verbatim}
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+Note that the \var{GetChangeRect} procedure returns false if the position
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+of the sprite didn't change. This is used for optimization purposes.
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+
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+The pad is the simplest of the two \var{TSprite} descendents. It only adds a
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+horizontal movement to the sprite:
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+\begin{verbatim}
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+TPad = Class (TSprite)
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+Private
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+ FSlope,
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+ FSpeed,FCurrentSpeed : Integer;
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+Protected
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+ Procedure CreatePixMap; override;
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+ Procedure InitialPosition;
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+Public
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+ Constructor Create(DrawingArea: PGtkWidget);
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+ Procedure Step;
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+ Procedure GoLeft;
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+ Procedure GoRight;
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+ Procedure Stop;
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+ Property CurrentSpeed : Integer Read FCurrentSpeed;
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+ Property Speed : Integer Read FSpeed Write FSpeed;
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+ Property Slope : Integer Read FSlope Write FSlope;
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+end;
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+\end{verbatim}
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+The procedures \var{GoLeft}, \var{GoRight} and \var{Stop} can be used to
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+control the movement of the pad. The method \var{Step} will be called at
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+regular intervals to actually move the pad. The \var{InitialPosition}
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+sets the pad at its initial position on the screen. The \var{Speed} and
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+\var{Slope} properties can be used to set the speed and slope of the pad.
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+
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+The implementation is quite straightforward:
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+\begin{verbatim}
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+\end{verbatim}
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\end{document}
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