program demo11; {$I zglCustomConfig.cfg} uses zgl_main, zgl_screen, zgl_window, zgl_timers, zgl_keyboard, zgl_fx, zgl_textures, zgl_textures_png, zgl_textures_jpg, zgl_grid_2d, zgl_font, zgl_text, zgl_math_2d, zgl_utils ; var dirRes : UTF8String = 'data/'; fntMain : zglPFont; texBack : zglPTexture; grid : zglTGrid2D; wave : Single; procedure Init; var i, j : Integer; begin zgl_Enable( CORRECT_RESOLUTION ); scr_CorrectResolution( 800, 600 ); texBack := tex_LoadFromFile( dirRes + 'back04.jpg' ); fntMain := font_LoadFromFile( dirRes + 'font.zfi' ); // RU: Инициализация сетки размером 21x16. Основная идея - каждый узел сетки это смещение относительно её верхнего левого угла. // EN: Initialization of grid with size 21x16. Main idea - every node of grid is an offset from the top left corner. grid.Cols := 21; grid.Rows := 16; SetLength( grid.Grid, grid.Cols, grid.Rows ); for i := 0 to grid.Cols - 1 do for j := 0 to grid.Rows - 1 do begin grid.Grid[ i, j ].X := i * 40; grid.Grid[ i, j ].Y := j * 40; end; end; procedure Draw; begin // RU: Рендерим сетку в координатах 0,0. // EN: Render grid in coordinates 0,0. sgrid2d_Draw( texBack, 0, 0, @grid ); text_Draw( fntMain, 0, 0, 'FPS: ' + u_IntToStr( zgl_Get( RENDER_FPS ) ) ); end; procedure Timer; var i, j : Integer; cwave, swave : Single; begin wave := wave + random( 1000 ) / 10000; cwave := cos( wave ); swave := sin( wave ); // RU: Симуляция простого эффекта под водой. // EN: Simulation of simple underwater effect. for i := 1 to grid.Cols - 2 do for j := 1 to grid.Rows - 2 do begin if ( i mod 2 = 0 ) and ( j mod 2 = 0 ) Then begin grid.Grid[ i, j ].X := i * 40 + cwave; grid.Grid[ i, j ].Y := j * 40 + swave; end else begin grid.Grid[ i, j ].X := i * 40 - cwave; grid.Grid[ i, j ].Y := j * 40 - swave; end; end; if key_Press( K_ESCAPE ) Then zgl_Exit(); key_ClearState(); end; Begin randomize(); timer_Add( @Timer, 16 ); zgl_Reg( SYS_LOAD, @Init ); zgl_Reg( SYS_DRAW, @Draw ); scr_SetOptions( 800, 600, REFRESH_MAXIMUM, FALSE, FALSE ); zgl_Init(); End.