demo09.dpr 5.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220
  1. program demo09;
  2. {$I zglCustomConfig.cfg}
  3. {$R *.res}
  4. uses
  5. zglSpriteEngine,
  6. {$IFDEF USE_ZENGL_STATIC}
  7. zgl_main,
  8. zgl_screen,
  9. zgl_window,
  10. zgl_timers,
  11. zgl_keyboard,
  12. zgl_render_2d,
  13. zgl_fx,
  14. zgl_textures,
  15. zgl_textures_png,
  16. zgl_textures_jpg,
  17. zgl_sprite_2d,
  18. zgl_primitives_2d,
  19. zgl_font,
  20. zgl_text,
  21. zgl_math_2d,
  22. zgl_utils
  23. {$ELSE}
  24. zglHeader
  25. {$ENDIF}
  26. ;
  27. type
  28. CMiku = class(zglCSprite2D)
  29. protected
  30. FSpeed : zglTPoint2D;
  31. public
  32. procedure OnInit( _Texture : zglPTexture; _Layer : Integer ); override;
  33. procedure OnDraw; override;
  34. procedure OnProc; override;
  35. procedure OnFree; override;
  36. end;
  37. var
  38. dirRes : UTF8String {$IFNDEF MACOSX} = '../data/' {$ENDIF};
  39. fntMain : zglPFont;
  40. texLogo : zglPTexture;
  41. texMiku : zglPTexture;
  42. time : Integer;
  43. sengine2d : zglCSEngine2D;
  44. // Miku
  45. procedure CMiku.OnInit( _Texture : zglPTexture; _Layer : Integer );
  46. begin
  47. // RU: Óêàæåì ñâîþ òåêñòóðó è ñëîé äëÿ ñïðàéòà, çàîäíî óñòàíîâÿòñÿ ñòàíäàðòíûå ïàðàìåòðû âðîäå øèðèíû è âûñîòû íà îñíîâå äàííûõ î êàäðå â òåêñòóðå.
  48. // EN: Set own texture and layer for sprite, also standard parameters will be set automatically(like width and height from info about texture).
  49. inherited OnInit( texMiku, random( 10 ) );
  50. X := 800 + random( 800 );
  51. Y := random( 600 - 128 );
  52. // RU: Çàäàåì ñêîðîñòü äâèæåíèÿ.
  53. // EN: Set the moving speed.
  54. FSpeed.X := -random( 10 ) / 5 - 0.5;
  55. FSpeed.Y := ( random( 10 ) - 5 ) / 5;
  56. end;
  57. procedure CMiku.OnDraw;
  58. begin
  59. // RU: Ò.ê. ïî ñóòè ýòà ïðîöåäóðà îáúÿâëåíà òîëüêî äëÿ ïðèìåðà, òî âûçîâåì îñíîâíîé ìåòîä OnDraw êëàññà zglCSprite2D.
  60. // EN: Because in fact, this procedure is declared only for example, so call to the main method OnDraw of class zglCSprite2D.
  61. inherited;
  62. end;
  63. procedure CMiku.OnProc;
  64. begin
  65. inherited;
  66. X := X + FSpeed.X;
  67. Y := Y + FSpeed.Y;
  68. Frame := Frame + ( abs( FSpeed.X ) + abs( FSpeed.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 Kill := TRUE;
  77. if Y > 600 Then Kill := TRUE;
  78. end;
  79. procedure CMiku.OnFree;
  80. begin
  81. inherited;
  82. end;
  83. // RU: Äîáàâèòü 100 ñïðàéòîâ.
  84. // EN: Add 100 sprites.
  85. procedure AddMiku;
  86. var
  87. i, ID : Integer;
  88. begin
  89. for i := 1 to 100 do
  90. begin
  91. // RU: Çàïðàøèâàåì ó ñïðàéòîâîãî ìåíåäæåðà íîâîå "ìåñòî" ïîä ñïðàéò :)
  92. // EN: Request a "place" for a new sprite :)
  93. ID := sengine2d.AddSprite();
  94. // RU: Ñîçäàåì ýêçåìïëÿð ñïðàéòà CMiku. Àðãóìåíòàìè êîíñòðóêòîðà ÿâëÿþòñÿ ñàì ìåíåäæåð è áóäóùèé ID äëÿ ñïðàéòà.
  95. // EN: Create a new CMiku. Constructor arguments must be current sprite engine and future ID for sprite.
  96. sengine2d.List[ ID ] := CMiku.Create( sengine2d, ID );
  97. end;
  98. end;
  99. // RU: Óäàëèòü 100 ñïðàéòîâ.
  100. // EN: Delete 100 sprites.
  101. procedure DelMiku;
  102. var
  103. i : Integer;
  104. begin
  105. // RU: Óäàëèì 100 ñïðàéòîâ ñî ñëó÷àéíûì ID.
  106. // EN: Delete 100 sprites with random ID.
  107. for i := 1 to 100 do
  108. sengine2d.DelSprite( random( sengine2d.Count ) );
  109. end;
  110. procedure Init;
  111. var
  112. i : Integer;
  113. begin
  114. texLogo := tex_LoadFromFile( dirRes + 'zengl.png' );
  115. texMiku := tex_LoadFromFile( dirRes + 'miku.png' );
  116. tex_SetFrameSize( texMiku, 128, 128 );
  117. // RU: Ñîçäàåì ýêçåìïëÿð zglCSEngine2D.
  118. // EN: Create zglCSEngine2D object.
  119. sengine2d := zglCSEngine2D.Create();
  120. // RU: Ñîçäàäèì 1000 ñïðàéòîâ Miku-chan :)
  121. // EN: Create 1000 sprites of Miku-chan :)
  122. for i := 0 to 9 do
  123. AddMiku();
  124. fntMain := font_LoadFromFile( dirRes + 'font.zfi' );
  125. end;
  126. procedure Draw;
  127. begin
  128. batch2d_Begin();
  129. // RU: Ðèñóåì âñå ñïðàéòû íàõîäÿùèåñÿ â òåêóùåì ñïðàéòîâîì ìåíåäæåðå.
  130. // EN: Render all sprites contained in current sprite engine.
  131. if time > 255 Then
  132. sengine2d.Draw();
  133. if time <= 255 Then
  134. ssprite2d_Draw( texLogo, 400 - 256, 300 - 128, 512, 256, 0, time )
  135. else
  136. if time < 510 Then
  137. begin
  138. pr2d_Rect( 0, 0, 800, 600, $000000, 510 - time, PR2D_FILL );
  139. ssprite2d_Draw( texLogo, 400 - 256, 300 - 128, 512, 256, 0, 510 - time );
  140. end;
  141. if time > 255 Then
  142. begin
  143. pr2d_Rect( 0, 0, 256, 64, $000000, 200, PR2D_FILL );
  144. text_Draw( fntMain, 0, 0, 'FPS: ' + u_IntToStr( zgl_Get( RENDER_FPS ) ) );
  145. text_Draw( fntMain, 0, 20, 'Sprites: ' + u_IntToStr( sengine2d.Count ) );
  146. text_Draw( fntMain, 0, 40, 'Up/Down - Add/Delete Miku :)' );
  147. end;
  148. batch2d_End();
  149. end;
  150. procedure Timer;
  151. begin
  152. INC( time, 2 );
  153. // RU: Âûïîëíÿåì îáðàáîòêó âñåõ ñïðàéòîâ â òåêóùåì ñïðàéòîâîì ìåíåäæåðå.
  154. // EN: Process all sprites contained in current sprite engine.
  155. sengine2d.Proc();
  156. // RU: Ïî íàæàòèþ ïðîáåëà î÷èñòèòü âñå ñïðàéòû.
  157. // EN: Delete all sprites if space was pressed.
  158. if key_Press( K_SPACE ) Then sengine2d.ClearAll();
  159. if key_Press( K_UP ) Then AddMiku();
  160. if key_Press( K_DOWN ) Then DelMiku();
  161. if key_Press( K_ESCAPE ) Then zgl_Exit();
  162. key_ClearState();
  163. end;
  164. procedure Quit;
  165. begin
  166. // RU: Î÷èùàåì ïàìÿòü îò ñîçäàííûõ ñïðàéòîâ.
  167. // EN: Free allocated memory for sprites.
  168. sengine2d.Destroy();
  169. end;
  170. Begin
  171. {$IFNDEF USE_ZENGL_STATIC}
  172. if not zglLoad( libZenGL ) Then exit;
  173. {$ENDIF}
  174. randomize();
  175. timer_Add( @Timer, 16 );
  176. timer_Add( @AddMiku, 1000 );
  177. zgl_Reg( SYS_LOAD, @Init );
  178. zgl_Reg( SYS_DRAW, @Draw );
  179. zgl_Reg( SYS_EXIT, @Quit );
  180. wnd_SetCaption( '09 - Sprite Engine(Classes)' );
  181. wnd_ShowCursor( TRUE );
  182. scr_SetOptions( 800, 600, REFRESH_MAXIMUM, FALSE, FALSE );
  183. zgl_Init();
  184. End.