demo08.dpr 5.5 KB

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  1. program demo08;
  2. {$I zglCustomConfig.cfg}
  3. {$R *.res}
  4. uses
  5. {$IFDEF USE_ZENGL_STATIC}
  6. zgl_main,
  7. zgl_screen,
  8. zgl_window,
  9. zgl_timers,
  10. zgl_keyboard,
  11. zgl_render_2d,
  12. zgl_fx,
  13. zgl_textures,
  14. zgl_textures_png,
  15. zgl_textures_jpg,
  16. zgl_sprite_2d,
  17. zgl_sengine_2d,
  18. zgl_primitives_2d,
  19. zgl_font,
  20. zgl_text,
  21. zgl_math_2d,
  22. zgl_utils
  23. {$ELSE}
  24. zglHeader
  25. {$ENDIF}
  26. ;
  27. type
  28. zglPMikuSprite = ^zglTMikuSprite;
  29. zglTMikuSprite = record
  30. // RU: Îáÿçàòåëüíàÿ ÷àñòü íîâîãî òèïà ñïðàéòà.
  31. // EN: New type should start with this.
  32. Sprite : zglTSprite2D;
  33. // RU: Íîâûå ïàðàìåòðû.
  34. // EN: New params.
  35. Speed : zglTPoint2D;
  36. end;
  37. var
  38. dirRes : UTF8String {$IFNDEF MACOSX} = '../data/' {$ENDIF};
  39. fntMain : zglPFont;
  40. texLogo : zglPTexture;
  41. texMiku : zglPTexture;
  42. time : Integer;
  43. sengine2d : zglTSEngine2D;
  44. // Miku
  45. procedure MikuInit( var Miku : zglTMikuSprite );
  46. begin
  47. with Miku, Miku.Sprite do
  48. begin
  49. X := 800 + random( 800 );
  50. Y := random( 600 - 128 );
  51. // RU: Çàäàåì ñêîðîñòü äâèæåíèÿ.
  52. // EN: Set the moving speed.
  53. Speed.X := -random( 10 ) / 5 - 0.5;
  54. Speed.Y := ( random( 10 ) - 5 ) / 5;
  55. end;
  56. end;
  57. procedure MikuDraw( var Miku : zglTMikuSprite );
  58. begin
  59. with Miku.Sprite do
  60. asprite2d_Draw( Texture, X, Y, W, H, Angle, Round( Frame ), Alpha, FxFlags );
  61. end;
  62. procedure MikuProc( var Miku : zglTMikuSprite );
  63. begin
  64. with Miku, Miku.Sprite do
  65. begin
  66. X := X + Speed.X;
  67. Y := Y + Speed.Y;
  68. Frame := Frame + ( abs( speed.X ) + abs( speed.Y ) ) / 25;
  69. if Frame > 8 Then
  70. Frame := 1;
  71. // RU: Åñëè ñïðàéò âûõîäèò çà ïðåäåëû ïî X, ñðàçó æå óäàëÿåì åãî.
  72. // EN: Delete the sprite if it goes beyond X.
  73. if X < -128 Then sengine2d_DelSprite( ID );
  74. // RU: Åñëè ñïðàéò âûõîäèò çà ïðåäåëû ïî Y, ñòàâèì åãî â î÷åðåäü íà óäàëåíèå.
  75. // EN: Add sprite to queue for delete if it goes beyond Y.
  76. if Y < -128 Then Destroy := TRUE;
  77. if Y > 600 Then Destroy := TRUE;
  78. end;
  79. end;
  80. procedure MikuFree( var Miku : zglTMikuSprite );
  81. begin
  82. end;
  83. // RU: Äîáàâèòü 100 ñïðàéòîâ.
  84. // EN: Add 100 sprites.
  85. procedure AddMiku;
  86. var
  87. i : Integer;
  88. begin
  89. // RU: Ïðè äîáàâëåíèè ñïðàéòà â ìåíåäæåð ñïðàéòîâ óêàçûâàåòñÿ òåêñòóðà, ñëîé(ïîëîæåíèå ïî Z) è óêàçàòåëè íà îñíîâíûå ôóíêöèè - Èíèöèàëèçàöèÿ, Ðåíäåð, Îáðàáîòêà è Óíè÷òîæåíèå.
  90. // EN: For adding sprite to sprite engine must be set next parameters: texture, layer(Z-coordinate) and pointers to Initialization, Render, Process and Destroy functions.
  91. for i := 1 to 100 do
  92. sengine2d_AddCustom( texMiku, SizeOf( zglTMikuSprite ), random( 10 ), @MikuInit, @MikuDraw, @MikuProc, @MikuFree );
  93. end;
  94. // RU: Óäàëèòü 100 ñïðàéòîâ.
  95. // EN: Delete 100 sprites.
  96. procedure DelMiku;
  97. var
  98. i : Integer;
  99. begin
  100. // RU: Óäàëèì 100 ñïðàéòîâ ñî ñëó÷àéíûì ID.
  101. // EN: Delete 100 sprites with random ID.
  102. for i := 1 to 100 do
  103. sengine2d_DelSprite( random( sengine2d.Count ) );
  104. end;
  105. procedure Init;
  106. var
  107. i : Integer;
  108. begin
  109. texLogo := tex_LoadFromFile( dirRes + 'zengl.png' );
  110. texMiku := tex_LoadFromFile( dirRes + 'miku.png' );
  111. tex_SetFrameSize( texMiku, 128, 128 );
  112. // RU: Óñòàíàâëèâàåì òåêóùèì ìåíåäæåðîì ñïðàéòîâ ñâîé.
  113. // EN: Set own sprite engine as current.
  114. sengine2d_Set( @sengine2d );
  115. // RU: Ñîçäàäèì 1000 ñïðàéòîâ Miku-chan :)
  116. // EN: Create 1000 sprites of Miku-chan :)
  117. for i := 0 to 9 do
  118. AddMiku();
  119. fntMain := font_LoadFromFile( dirRes + 'font.zfi' );
  120. end;
  121. procedure Draw;
  122. begin
  123. batch2d_Begin();
  124. // RU: Ðèñóåì âñå ñïðàéòû íàõîäÿùèåñÿ â òåêóùåì ñïðàéòîâîì ìåíåäæåðå.
  125. // EN: Render all sprites contained in current sprite engine.
  126. if time > 255 Then
  127. sengine2d_Draw();
  128. if time <= 255 Then
  129. ssprite2d_Draw( texLogo, 400 - 256, 300 - 128, 512, 256, 0, time )
  130. else
  131. if time < 510 Then
  132. begin
  133. pr2d_Rect( 0, 0, 800, 600, $000000, 510 - time, PR2D_FILL );
  134. ssprite2d_Draw( texLogo, 400 - 256, 300 - 128, 512, 256, 0, 510 - time );
  135. end;
  136. if time > 255 Then
  137. begin
  138. pr2d_Rect( 0, 0, 256, 64, $000000, 200, PR2D_FILL );
  139. text_Draw( fntMain, 0, 0, 'FPS: ' + u_IntToStr( zgl_Get( RENDER_FPS ) ) );
  140. text_Draw( fntMain, 0, 20, 'Sprites: ' + u_IntToStr( sengine2d.Count ) );
  141. text_Draw( fntMain, 0, 40, 'Up/Down - Add/Delete Miku :)' );
  142. end;
  143. batch2d_End();
  144. end;
  145. procedure Timer;
  146. begin
  147. INC( time, 2 );
  148. // RU: Âûïîëíÿåì îáðàáîòêó âñåõ ñïðàéòîâ â òåêóùåì ñïðàéòîâîì ìåíåäæåðå.
  149. // EN: Process all sprites contained in current sprite engine.
  150. sengine2d_Proc();
  151. // RU: Ïî íàæàòèþ ïðîáåëà î÷èñòèòü âñå ñïðàéòû.
  152. // EN: Delete all sprites if space was pressed.
  153. if key_Press( K_SPACE ) Then sengine2d_ClearAll();
  154. if key_Press( K_UP ) Then AddMiku();
  155. if key_Press( K_DOWN ) Then DelMiku();
  156. if key_Press( K_ESCAPE ) Then zgl_Exit();
  157. key_ClearState();
  158. end;
  159. procedure Quit;
  160. begin
  161. // RU: Î÷èùàåì ïàìÿòü îò ñîçäàííûõ ñïðàéòîâ.
  162. // EN: Free allocated memory for sprites.
  163. sengine2d_Set( @sengine2d );
  164. sengine2d_ClearAll();
  165. end;
  166. Begin
  167. {$IFNDEF USE_ZENGL_STATIC}
  168. if not zglLoad( libZenGL ) Then exit;
  169. {$ENDIF}
  170. randomize;
  171. timer_Add( @Timer, 16 );
  172. timer_Add( @AddMiku, 1000 );
  173. zgl_Reg( SYS_LOAD, @Init );
  174. zgl_Reg( SYS_DRAW, @Draw );
  175. zgl_Reg( SYS_EXIT, @Quit );
  176. wnd_SetCaption( '08 - Sprite Engine' );
  177. wnd_ShowCursor( TRUE );
  178. scr_SetOptions( 800, 600, REFRESH_MAXIMUM, FALSE, FALSE );
  179. zgl_Init();
  180. End.