demo09.dpr 5.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208
  1. program demo09;
  2. {$I zglCustomConfig.cfg}
  3. {$R *.res}
  4. uses
  5. zglSpriteEngine,
  6. zgl_screen,
  7. zgl_window,
  8. zgl_application,
  9. zgl_timers,
  10. zgl_keyboard,
  11. zgl_render_2d,
  12. zgl_fx,
  13. zgl_textures,
  14. zgl_textures_png,
  15. zgl_sprite_2d,
  16. zgl_primitives_2d,
  17. zgl_font,
  18. zgl_text,
  19. zgl_types,
  20. zgl_utils
  21. ;
  22. type
  23. CMiku = class(zglCSprite2D)
  24. protected
  25. FSpeed: zglTPoint2D;
  26. public
  27. procedure OnInit(_Texture: zglPTexture; _Layer: Integer); override;
  28. procedure OnDraw; override;
  29. procedure OnProc; override;
  30. procedure OnFree; override;
  31. end;
  32. var
  33. dirRes : UTF8String {$IFNDEF MACOSX} = '../data/' {$ENDIF};
  34. fntMain : Byte;
  35. texLogo : zglPTexture;
  36. texMiku : zglPTexture;
  37. time : Integer;
  38. sengine2d: zglCSEngine2D;
  39. TimeStart : Byte;
  40. TimeMiku : Byte;
  41. // Miku
  42. procedure CMiku.OnInit(_Texture: zglPTexture; _Layer: Integer);
  43. begin
  44. // RU: Óêàæåì ñâîþ òåêñòóðó è ñëîé äëÿ ñïðàéòà, çàîäíî óñòàíîâÿòñÿ ñòàíäàðòíûå ïàðàìåòðû âðîäå øèðèíû è âûñîòû íà îñíîâå äàííûõ î êàäðå â òåêñòóðå.
  45. // EN: Set own texture and layer for sprite, also standard parameters will be set automatically(like width and height from info about texture).
  46. inherited OnInit(texMiku, random(10));
  47. X := 800 + random(800);
  48. Y := random(600 - 128);
  49. // RU: Çàäàåì ñêîðîñòü äâèæåíèÿ.
  50. // EN: Set the moving speed.
  51. FSpeed.X := -random(10) / 5 - 0.5;
  52. FSpeed.Y := (random(10) - 5) / 5;
  53. end;
  54. procedure CMiku.OnDraw;
  55. begin
  56. // RU: Ò.ê. ïî ñóòè ýòà ïðîöåäóðà îáúÿâëåíà òîëüêî äëÿ ïðèìåðà, òî âûçîâåì îñíîâíîé ìåòîä OnDraw êëàññà zglCSprite2D.
  57. // EN: Because in fact, this procedure is declared only for example, so call to the main method OnDraw of class zglCSprite2D.
  58. inherited;
  59. end;
  60. procedure CMiku.OnProc;
  61. begin
  62. inherited;
  63. X := X + FSpeed.X;
  64. Y := Y + FSpeed.Y;
  65. Frame := Frame + (abs(FSpeed.X) + abs(FSpeed.Y)) / 25;
  66. if Frame > 8 Then
  67. Frame := 1;
  68. // RU: Åñëè ñïðàéò âûõîäèò çà ïðåäåëû ïî X, ñðàçó æå óäàëÿåì åãî.
  69. // EN: Delete the sprite if it goes beyond X.
  70. if X < -128 Then sengine2d.DelSprite(ID);
  71. // RU: Åñëè ñïðàéò âûõîäèò çà ïðåäåëû ïî Y, ñòàâèì åãî â î÷åðåäü íà óäàëåíèå
  72. // EN: Add sprite to queue for delete if it goes beyond Y.
  73. if Y < -128 Then Kill := TRUE;
  74. if Y > 600 Then Kill := TRUE;
  75. end;
  76. procedure CMiku.OnFree;
  77. begin
  78. inherited;
  79. end;
  80. // RU: Äîáàâèòü 100 ñïðàéòîâ.
  81. // EN: Add 100 sprites.
  82. procedure AddMiku;
  83. var
  84. i, ID: Integer;
  85. begin
  86. for i := 1 to 100 do
  87. begin
  88. // RU: Çàïðàøèâàåì ó ñïðàéòîâîãî ìåíåäæåðà íîâîå "ìåñòî" ïîä ñïðàéò :)
  89. // EN: Request a "place" for a new sprite :)
  90. ID := sengine2d.AddSprite();
  91. // RU: Ñîçäàåì ýêçåìïëÿð ñïðàéòà CMiku. Àðãóìåíòàìè êîíñòðóêòîðà ÿâëÿþòñÿ ñàì ìåíåäæåð è áóäóùèé ID äëÿ ñïðàéòà.
  92. // EN: Create a new CMiku. Constructor arguments must be current sprite engine and future ID for sprite.
  93. sengine2d.List[ID] := CMiku.Create(sengine2d, ID);
  94. end;
  95. end;
  96. // RU: Óäàëèòü 100 ñïðàéòîâ.
  97. // EN: Delete 100 sprites.
  98. procedure DelMiku;
  99. var
  100. i: Integer;
  101. begin
  102. // RU: Óäàëèì 100 ñïðàéòîâ ñî ñëó÷àéíûì ID.
  103. // EN: Delete 100 sprites with random ID.
  104. for i := 1 to 100 do
  105. sengine2d.DelSprite(random(sengine2d.Count));
  106. end;
  107. procedure Init;
  108. var
  109. i: Integer;
  110. begin
  111. texLogo := tex_LoadFromFile(dirRes + 'zengl.png');
  112. texMiku := tex_LoadFromFile(dirRes + 'miku.png');
  113. tex_SetFrameSize(texMiku, 128, 128);
  114. // RU: Ñîçäàåì ýêçåìïëÿð zglCSEngine2D.
  115. // EN: Create zglCSEngine2D object.
  116. sengine2d := zglCSEngine2D.Create();
  117. // RU: Ñîçäàäèì 1000 ñïðàéòîâ Miku-chan :)
  118. // EN: Create 1000 sprites of Miku-chan :)
  119. // for i := 0 to 9 do
  120. // AddMiku();
  121. fntMain := font_LoadFromFile(dirRes + 'font.zfi');
  122. end;
  123. procedure Draw;
  124. begin
  125. setTextScale(15, fntMain);
  126. // batch2d_Begin();
  127. // RU: Ðèñóåì âñå ñïðàéòû íàõîäÿùèåñÿ â òåêóùåì ñïðàéòîâîì ìåíåäæåðå.
  128. // EN: Render all sprites contained in current sprite engine.
  129. if time > 255 Then
  130. sengine2d.Draw();
  131. if time <= 255 Then
  132. ssprite2d_Draw(texLogo, 400 - 256, 300 - 128, 512, 256, 0, time)
  133. else
  134. if time < 510 Then
  135. begin
  136. pr2d_Rect(0, 0, 800, 600, $000000, 510 - time, PR2D_FILL);
  137. ssprite2d_Draw(texLogo, 400 - 256, 300 - 128, 512, 256, 0, 510 - time);
  138. end;
  139. if time > 255 Then
  140. begin
  141. pr2d_Rect(0, 0, 256, 64, $000000, 200, PR2D_FILL);
  142. text_Draw(fntMain, 0, 0, 'FPS: ' + u_IntToStr(zgl_Get(RENDER_FPS)));
  143. text_Draw(fntMain, 0, 20, 'Sprites: ' + u_IntToStr(sengine2d.Count));
  144. text_Draw(fntMain, 0, 40, 'Up/Down - Add/Delete Miku :)');
  145. end;
  146. // batch2d_End();
  147. end;
  148. procedure Timer;
  149. begin
  150. INC(time, 2);
  151. // RU: Âûïîëíÿåì îáðàáîòêó âñåõ ñïðàéòîâ â òåêóùåì ñïðàéòîâîì ìåíåäæåðå.
  152. // EN: Process all sprites contained in current sprite engine.
  153. sengine2d.Proc();
  154. // RU: Ïî íàæàòèþ ïðîáåëà î÷èñòèòü âñå ñïðàéòû.
  155. // EN: Delete all sprites if space was pressed.
  156. if key_Press(K_SPACE) Then sengine2d.ClearAll();
  157. if key_Press(K_UP) Then AddMiku();
  158. if key_Press(K_DOWN) Then DelMiku();
  159. key_ClearState();
  160. end;
  161. procedure Quit;
  162. begin
  163. // RU: Î÷èùàåì ïàìÿòü îò ñîçäàííûõ ñïðàéòîâ.
  164. // EN: Free allocated memory for sprites.
  165. sengine2d.Destroy();
  166. end;
  167. Begin
  168. randomize();
  169. TimeStart := timer_Add( @Timer, 16, Start );
  170. TimeMiku := timer_Add( @AddMiku, 1000, SleepToStart, 10 );
  171. zgl_Reg(SYS_LOAD, @Init);
  172. zgl_Reg(SYS_DRAW, @Draw);
  173. zgl_Reg(SYS_EXIT, @Quit);
  174. wnd_SetCaption(utf8_Copy('09 - Sprite Engine(Classes)'));
  175. zgl_Init();
  176. End.