demo09.dpr 6.2 KB

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  1. program demo09;
  2. {$I zglCustomConfig.cfg}
  3. {$I zgl_config.cfg}
  4. {$R *.res}
  5. uses
  6. zglSpriteEngine,
  7. zgl_screen,
  8. zgl_window,
  9. zgl_application,
  10. zgl_timers,
  11. zgl_keyboard,
  12. zgl_render_2d,
  13. zgl_fx,
  14. zgl_textures,
  15. zgl_textures_png,
  16. zgl_sprite_2d,
  17. zgl_primitives_2d,
  18. zgl_font,
  19. zgl_text,
  20. zgl_types,
  21. zgl_utils
  22. {$IfNDef OLD_METHODS}
  23. , gegl_color
  24. {$EndIf}
  25. ;
  26. type
  27. CMiku = class(zglCSprite2D)
  28. protected
  29. FSpeed: zglTPoint2D;
  30. public
  31. procedure OnInit(_Texture: zglPTexture; _Layer: Integer); override;
  32. procedure OnDraw; override;
  33. procedure OnProc; override;
  34. procedure OnFree; override;
  35. end;
  36. var
  37. dirRes : UTF8String {$IFNDEF MACOSX} = '../data/' {$ENDIF};
  38. fntMain : LongWord = 0;
  39. texLogo : zglPTexture;
  40. texMiku : zglPTexture;
  41. time : Integer;
  42. sengine2d: zglCSEngine2D;
  43. TimeStart : LongWord = 0;
  44. TimeMiku : LongWord = 0;
  45. newColor : LongWord;
  46. correctColor: array[0..1] of LongWord;
  47. // Miku
  48. procedure CMiku.OnInit(_Texture: zglPTexture; _Layer: Integer);
  49. begin
  50. // RU: Óêàæåì ñâîþ òåêñòóðó è ñëîé äëÿ ñïðàéòà, çàîäíî óñòàíîâÿòñÿ ñòàíäàðòíûå ïàðàìåòðû âðîäå øèðèíû è âûñîòû íà îñíîâå äàííûõ î êàäðå â òåêñòóðå.
  51. // EN: Set own texture and layer for sprite, also standard parameters will be set automatically(like width and height from info about texture).
  52. inherited OnInit(texMiku, random(10));
  53. X := 800 + random(800);
  54. Y := random(600 - 128);
  55. // RU: Çàäàåì ñêîðîñòü äâèæåíèÿ.
  56. // EN: Set the moving speed.
  57. FSpeed.X := -random(10) / 5 - 0.5;
  58. FSpeed.Y := (random(10) - 5) / 5;
  59. end;
  60. procedure CMiku.OnDraw;
  61. begin
  62. // RU: Ò.ê. ïî ñóòè ýòà ïðîöåäóðà îáúÿâëåíà òîëüêî äëÿ ïðèìåðà, òî âûçîâåì îñíîâíîé ìåòîä OnDraw êëàññà zglCSprite2D.
  63. // EN: Because in fact, this procedure is declared only for example, so call to the main method OnDraw of class zglCSprite2D.
  64. inherited;
  65. end;
  66. procedure CMiku.OnProc;
  67. begin
  68. inherited;
  69. X := X + FSpeed.X;
  70. Y := Y + FSpeed.Y;
  71. Frame := Frame + (abs(FSpeed.X) + abs(FSpeed.Y)) / 25;
  72. if Frame > 8 Then
  73. Frame := 1;
  74. // RU: Åñëè ñïðàéò âûõîäèò çà ïðåäåëû ïî X, ñðàçó æå óäàëÿåì åãî.
  75. // EN: Delete the sprite if it goes beyond X.
  76. if X < -128 Then sengine2d.DelSprite(ID);
  77. // RU: Åñëè ñïðàéò âûõîäèò çà ïðåäåëû ïî Y, ñòàâèì åãî â î÷åðåäü íà óäàëåíèå
  78. // EN: Add sprite to queue for delete if it goes beyond Y.
  79. if Y < -128 Then Kill := TRUE;
  80. if Y > 600 Then Kill := TRUE;
  81. end;
  82. procedure CMiku.OnFree;
  83. begin
  84. inherited;
  85. end;
  86. // RU: Äîáàâèòü 100 ñïðàéòîâ.
  87. // EN: Add 100 sprites.
  88. procedure AddMiku;
  89. var
  90. i, ID: Integer;
  91. begin
  92. for i := 1 to 100 do
  93. begin
  94. // RU: Çàïðàøèâàåì ó ñïðàéòîâîãî ìåíåäæåðà íîâîå "ìåñòî" ïîä ñïðàéò :)
  95. // EN: Request a "place" for a new sprite :)
  96. ID := sengine2d.AddSprite();
  97. // RU: Ñîçäàåì ýêçåìïëÿð ñïðàéòà CMiku. Àðãóìåíòàìè êîíñòðóêòîðà ÿâëÿþòñÿ ñàì ìåíåäæåð è áóäóùèé ID äëÿ ñïðàéòà.
  98. // EN: Create a new CMiku. Constructor arguments must be current sprite engine and future ID for sprite.
  99. sengine2d.List[ID] := CMiku.Create(sengine2d, ID);
  100. end;
  101. end;
  102. // RU: Óäàëèòü 100 ñïðàéòîâ.
  103. // EN: Delete 100 sprites.
  104. procedure DelMiku;
  105. var
  106. i: Integer;
  107. begin
  108. // RU: Óäàëèì 100 ñïðàéòîâ ñî ñëó÷àéíûì ID.
  109. // EN: Delete 100 sprites with random ID.
  110. for i := 1 to 100 do
  111. sengine2d.DelSprite(random(sengine2d.Count));
  112. end;
  113. procedure Init;
  114. var
  115. i: Integer;
  116. begin
  117. texLogo := tex_LoadFromFile(dirRes + 'zengl.png');
  118. texMiku := tex_LoadFromFile(dirRes + 'miku.png');
  119. tex_SetFrameSize(texMiku, 128, 128);
  120. // RU: Ñîçäàåì ýêçåìïëÿð zglCSEngine2D.
  121. // EN: Create zglCSEngine2D object.
  122. sengine2d := zglCSEngine2D.Create();
  123. // RU: Ñîçäàäèì 1000 ñïðàéòîâ Miku-chan :)
  124. // EN: Create 1000 sprites of Miku-chan :)
  125. // for i := 0 to 9 do
  126. // AddMiku();
  127. fntMain := font_LoadFromFile( dirRes + 'font.zfi' );
  128. setFontTextScale(15, fntMain);
  129. newColor := Color_FindOrAdd($80A080FF - 55);
  130. correctColor[1] := Color_FindOrAdd($7FAF7FFF);
  131. correctColor[0] := Color_FindOrAdd($AFAFAFFF);
  132. end;
  133. procedure Draw;
  134. var
  135. i: LongWord;
  136. begin
  137. // RU: Ðèñóåì âñå ñïðàéòû íàõîäÿùèåñÿ â òåêóùåì ñïðàéòîâîì ìåíåäæåðå.
  138. // EN: Render all sprites contained in current sprite engine.
  139. if time > 255 Then
  140. sengine2d.Draw();
  141. if time <= 255 Then
  142. begin
  143. i := Get_Color(correctColor[1]);
  144. pr2d_Rect(0, 0, 800, 600,{$IfDef OLD_METHODS} $7FAF7F, 255,{$Else}correctColor[1],{$EndIf} PR2D_FILL);
  145. dec(i);
  146. if i < $7FAF7F00 then
  147. i := $7FAF7F00;
  148. Correct_Color(correctColor[1], i);
  149. ssprite2d_Draw(texLogo, 400 - 256, 300 - 128, 512, 256, 0, time)
  150. end
  151. else
  152. if time < 510 Then
  153. begin
  154. i := Get_Color(correctColor[0]);
  155. pr2d_Rect( 0, 0, 800, 600,{$IfDef OLD_METHODS} $AFAFAF, 510 - time,{$Else}correctColor[0],{$EndIf} PR2D_FILL );
  156. dec(i);
  157. if i < $AFAFAF00 then
  158. i := $AFAFAF00;
  159. Correct_Color(correctColor[0], i);
  160. ssprite2d_Draw(texLogo, 400 - 256, 300 - 128, 512, 256, 0, 510 - time);
  161. end;
  162. if time > 255 Then
  163. begin
  164. pr2d_Rect(0, 0, 256, 64, {$IfDef OLD_METHODS} $80A080, 200,{$Else}newColor,{$EndIf} PR2D_FILL);
  165. text_Draw(fntMain, 0, 0, 'FPS: ' + u_IntToStr(zgl_Get(RENDER_FPS)));
  166. text_Draw(fntMain, 0, 20, 'Sprites: ' + u_IntToStr(sengine2d.Count));
  167. text_Draw(fntMain, 0, 40, 'Up/Down - Add/Delete Miku :)');
  168. end;
  169. end;
  170. procedure Timer;
  171. begin
  172. INC(time);
  173. // RU: Âûïîëíÿåì îáðàáîòêó âñåõ ñïðàéòîâ â òåêóùåì ñïðàéòîâîì ìåíåäæåðå.
  174. // EN: Process all sprites contained in current sprite engine.
  175. sengine2d.Proc();
  176. end;
  177. procedure KeyMouseEvent;
  178. begin
  179. // RU: Ïî íàæàòèþ ïðîáåëà î÷èñòèòü âñå ñïðàéòû.
  180. // EN: Delete all sprites if space was pressed.
  181. if key_Press(K_SPACE) Then
  182. sengine2d.ClearAll();
  183. if key_Press(K_UP) Then
  184. AddMiku();
  185. if key_Press(K_DOWN) Then
  186. DelMiku();
  187. end;
  188. procedure Quit;
  189. begin
  190. // RU: Î÷èùàåì ïàìÿòü îò ñîçäàííûõ ñïðàéòîâ.
  191. // EN: Free allocated memory for sprites.
  192. sengine2d.Destroy();
  193. end;
  194. Begin
  195. randomize();
  196. TimeStart := timer_Add( @Timer, 16, t_Start );
  197. TimeMiku := timer_Add( @AddMiku, 1000, t_SleepToStart, 6 );
  198. zgl_Reg(SYS_EVENTS, @KeyMouseEvent);
  199. zgl_Reg(SYS_LOAD, @Init);
  200. zgl_Reg(SYS_DRAW, @Draw);
  201. zgl_Reg(SYS_EXIT, @Quit);
  202. wnd_SetCaption(utf8_Copy('09 - Sprite Engine(Classes)'));
  203. zgl_Init();
  204. End.