demo07.pas 9.9 KB

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  1. program demo07;
  2. {$I zglCustomConfig.cfg}
  3. uses
  4. zgl_screen,
  5. zgl_window,
  6. zgl_timers,
  7. zgl_keyboard,
  8. zgl_camera_2d,
  9. zgl_render_2d,
  10. zgl_fx,
  11. zgl_textures,
  12. zgl_textures_png,
  13. zgl_textures_jpg,
  14. zgl_sprite_2d,
  15. zgl_primitives_2d,
  16. zgl_font,
  17. zgl_text,
  18. zgl_types,
  19. zgl_utils;
  20. type
  21. TTux = record
  22. Texture : zglPTexture;
  23. Frame : Integer;
  24. Pos : zglTPoint2D;
  25. end;
  26. var
  27. dirRes : UTF8String {$IFNDEF MACOSX} = '../data/' {$ENDIF}; // äèðåêòîðèÿ ðåñóðñîâ
  28. fntMain : Byte; // ýòî ôîíò
  29. texLogo : zglPTexture;
  30. texBack : zglPTexture;
  31. texGround : zglPTexture;
  32. texTuxWalk : zglPTexture;
  33. texTuxStand : zglPTexture;
  34. tux : array[0..20] of TTux;
  35. time : Integer;
  36. camMain : zglTCamera2D;
  37. TimeStart: Byte;
  38. procedure Init;
  39. var
  40. i : Integer;
  41. begin
  42. // RU: Ò.ê. ïî óìîë÷àíèþ âñÿ ñòðóêòóðà êàìåðû çàïîëíÿåòñÿ íóëÿìè, ñëåäóåò èíèöèàëèçèðîâàòü å¸ ñòàíäàðòíûìè çíà÷åíèÿìè.
  43. // EN: Camera must be initialized, because camera structure is zero-filled by default.
  44. cam2d_Init(camMain);
  45. // RU: Çàãðóæàåì òåêñòóðó.
  46. // $FF000000 - óêàçûâàåò íà òî, ÷òî áû èñïîëüçîâàòü àëüôà-êàíàë èç èçîáðàæåíèÿ.
  47. // TEX_DEFAULT_2D - êîìïëåêñ ôëàãîâ, íåîáõîäèìûõ äëÿ 2D-ñïðàéòîâ. Îïèñàíèå åñòü â ñïðàâêå.
  48. // EN: Load the texture.
  49. // $FF000000 - means that alpha channel must be used from file, without colorkey.
  50. // TEX_DEFAULT_2D - complex of flags that needed for 2D sprites. Description can be found in help.
  51. texLogo := tex_LoadFromFile(dirRes + 'zengl.png', $FF000000, TEX_DEFAULT_2D);
  52. texBack := tex_LoadFromFile(dirRes + 'back01.jpg');
  53. texGround := tex_LoadFromFile(dirRes + 'ground.png');
  54. // RU: Óêàçûâàåì ðàçìåð êàäðà â òåêñòóðå.
  55. // EN: Set the size of single frame for texture.
  56. tex_SetFrameSize(texGround, 32, 32);
  57. texTuxWalk := tex_LoadFromFile(dirRes + 'tux_walking.png');
  58. tex_SetFrameSize(texTuxWalk, 64, 64);
  59. texTuxStand := tex_LoadFromFile(dirRes + 'tux_stand.png');
  60. tex_SetFrameSize(texTuxStand, 64, 64);
  61. for i := 0 to 9 do
  62. begin
  63. tux[i].Texture := texTuxWalk;
  64. tux[i].Frame := random(19) + 2;
  65. tux[i].Pos.X := i * 96;
  66. tux[i].Pos.Y := 32;
  67. end;
  68. for i := 10 to 19 do
  69. begin
  70. tux[i].Texture := texTuxWalk;
  71. tux[i].Frame := random(19) + 2;
  72. tux[i].Pos.X := (i - 9) * 96;
  73. tux[i].Pos.Y := 600 - 96;
  74. end;
  75. tux[20].Texture := texTuxStand;
  76. tux[20].Frame := random(19) + 2;
  77. tux[20].Pos.X := 400 - 32;
  78. tux[20].Pos.Y := 300 - 64 - 4;
  79. // RU: Çàãðóæàåì øðèôò.
  80. // EN: Load the font.
  81. fntMain := font_LoadFromFile(dirRes + 'font.zfi');
  82. setTextScale(15, fntMain);
  83. end;
  84. procedure Draw;
  85. var
  86. i : Integer;
  87. t : Single;
  88. ScaleF: LongWord;
  89. begin
  90. // batch2d_Begin(); // íå ðåêîìåíäóåòñÿ äëÿ ÏÊ not reccomended for PC
  91. // use for Android and iOS
  92. ScaleF := 15;
  93. if time > 255 Then
  94. begin
  95. // RU: Äëÿ óâåëè÷åíèÿ áûñòðîäåéñòâèÿ ìîæíî îòêëþ÷èòü î÷èñòêó áóôåðà öâåòà, ó÷èòûâàÿ ÷òî ýêðàí ïîëíîñòüþ çàïîëíåí.
  96. // EN: Rendering perfomance can be increased by disabling clearing the color buffer. This is a good idea because screen is full of objects.
  97. zgl_Disable(COLOR_BUFFER_CLEAR);
  98. // RU: Ðèñóåì çàäíèé ôîí ñ ðàçìåðàìè 800õ600 èñïîëüçóÿ òåêñòóðó back.
  99. // EN: Render the background with size 800x600 and using texture "back".
  100. ssprite2d_Draw(texBack, 0, 0, 800, 600, 0);
  101. // RU: Óñòàíîâèòü òåêóùóþ êàìåðó.
  102. // EN: Set the current camera.
  103. cam2d_Set(@camMain);
  104. // RU: Ðèñóåì çåìëþ.
  105. // EN: Render the ground.
  106. for i := - 2 to 800 div 32 + 1 do
  107. asprite2d_Draw(texGround, i * 32, 96 - 12, 32, 32, 0, 2);
  108. for i := - 2 to 800 div 32 + 1 do
  109. asprite2d_Draw(texGround, i * 32, 600 - 32 - 12, 32, 32, 0, 2);
  110. // RU: Ðèñóåì øàãàþùèõ ïèíãâèíîâ.
  111. // EN: Render penguins
  112. for i := 0 to 9 do
  113. if i = 2 Then
  114. begin
  115. // RU: Ðèñóåì íàäïèñü â "ðàìî÷êå" íàä ïèíãâèíîì.
  116. // EN: Render the text in frame over penguins.
  117. t := text_GetWidth( fntMain, 'I''m so red...' ) * 0.75;
  118. pr2d_Rect(tux[i].Pos.X - 1, tux[i].Pos.Y - ScaleF + 4, t, ScaleF, $000000, 200, PR2D_FILL);
  119. pr2d_Rect(tux[i].Pos.X - 2, tux[i].Pos.Y - ScaleF + 3, t + 2, ScaleF + 2, $FFFFFF);
  120. text_DrawEx(fntMain, tux[i].Pos.X, tux[i].Pos.Y - ScaleF + 5, 1, 0, 'I''m so red...');
  121. // RU: Ðèñóåì êðàñíîãî ïèíãâèíà èñïîëüçóÿ fx2d-ôóíêöèþ è ôëàã FX_COLOR.
  122. // EN: Render red penguin using fx2d-function and flag FX_COLOR.
  123. fx2d_SetColor($FF0000);
  124. asprite2d_Draw(tux[i].Texture, tux[i].Pos.X, tux[i].Pos.Y, 64, 64, 0, tux[i].Frame div 2, 255, FX_BLEND or FX_COLOR);
  125. end else
  126. if i = 7 Then
  127. begin
  128. t := text_GetWidth(fntMain, '???') * 0.75;
  129. pr2d_Rect(tux[i].Pos.X + 32 - t / 2, tux[i].Pos.Y - ScaleF + 4, t, ScaleF, $000000, 200, PR2D_FILL);
  130. pr2d_Rect(tux[i].Pos.X + 32 - t / 2 - 1, tux[i].Pos.Y - ScaleF + 3, t + 2, ScaleF + 2, $FFFFFF);
  131. text_DrawEx(fntMain, tux[i].Pos.X + 32, tux[i].Pos.Y - ScaleF + 5, 1, 0, '???', 255, $FFFFFF, TEXT_HALIGN_CENTER);
  132. // RU: Ðèñóåì ïèíãâèíà ïðèâåäåíèå èñïîëüçóÿ ôëàã FX_COLOR óñòàíîâèâ ðåæèì â FX_COLOR_SET :)
  133. // EN: Render penguin ghost using flag FX_COLOR and mode FX_COLOR_SET :)
  134. fx_SetColorMode(FX_COLOR_SET);
  135. fx2d_SetColor($FFFFFF);
  136. asprite2d_Draw(tux[i].Texture, tux[i].Pos.X, tux[i].Pos.Y, 64, 64, 0, tux[i].Frame div 2, 155, FX_BLEND or FX_COLOR);
  137. // RU: Âîçâðàùàåì îáû÷íûé ðåæèì.
  138. // EN: Return default mode.
  139. fx_SetColorMode(FX_COLOR_MIX);
  140. end else
  141. asprite2d_Draw(tux[i].Texture, tux[i].Pos.X, tux[i].Pos.Y, 64, 64, 0, tux[i].Frame div 2);
  142. // RU: Ðèñóåì ïèíãâèíîâ øàãàþùèõ â îáðàòíóþ ñòîðîíó èñïîëüçóÿ ôëàã îòðàæåíèÿ òåêñòóðû FX2D_FLIPX.
  143. // EN: Render penguins, that go another way using special flag for flipping texture - FX2D_FLIPX.
  144. for i := 10 to 19 do
  145. if i = 13 Then
  146. begin
  147. t := text_GetWidth(fntMain, 'I''m so big...') * 0.75;
  148. pr2d_Rect(tux[i].Pos.X - 2, tux[i].Pos.Y - ScaleF - 10, t, ScaleF, $000000, 200, PR2D_FILL);
  149. pr2d_Rect(tux[i].Pos.X - 3, tux[i].Pos.Y - ScaleF - 11, t + 2, ScaleF + 2, $FFFFFF);
  150. text_DrawEx(fntMain, tux[i].Pos.X, tux[i].Pos.Y - ScaleF - 9, 1, 0, 'I''m so big...');
  151. // RU: Ðèñóåì "áîëüøåãî" ïèíãâèíà. Ò.ê. FX2D_SCALE óâåëè÷èâàåò ñïðàéò îòíîñèòåëüíî öåíòðà, òî ïèíãâèíà ñëåäóåò íåìíîãî "ïîäíÿòü".
  152. // EN: Render "big" penguin. It must be shifted up, because FX2D_SCALE scale sprite relative to the center.
  153. fx2d_SetScale(1.25, 1.25);
  154. asprite2d_Draw(tux[i].Texture, tux[i].Pos.X, tux[i].Pos.Y - 8, 64, 64, 0, tux[i].Frame div 2, 255, FX_BLEND or FX2D_FLIPX or FX2D_SCALE);
  155. end else
  156. if i = 17 Then
  157. begin
  158. // RU: Ðèñóåì "âûñîêîãî" ïèíãâèíà èñïîëüçóÿ âìåñòî ôëàãà FX2D_SCALE ôëàã FX2D_VCHANGE è ôóíêöèþ fx2d_SetVertexes äëÿ ñìåùåíèÿ êîîðäèíàò äâóõ âåðõíèõ âåðøèí ñïðàéòà.
  159. // EN: Render "tall" penguin using flag FX2D_VCHANGE instead of FX2D_SCALE, and function fx2d_SetVertexes for shifting upper vertexes of sprite.
  160. fx2d_SetVertexes(0, -16, 0, -16, 0, 0, 0, 0);
  161. asprite2d_Draw(tux[i].Texture, tux[i].Pos.X, tux[i].Pos.Y, 64, 64, 0, tux[i].Frame div 2, 255, FX_BLEND or FX2D_FLIPX or FX2D_VCHANGE);
  162. end else
  163. asprite2d_Draw(tux[i].Texture, tux[i].Pos.X, tux[i].Pos.Y, 64, 64, 0, tux[i].Frame div 2, 255, FX_BLEND or FX2D_FLIPX);
  164. // RU: Ñáðîñèòü êàìåðó.
  165. // EN: Reset the camera.
  166. cam2d_Set(nil);
  167. // RU: Ðèñóåì ó÷àñòîê çåìëè ïî öåíòðó ýêðàíà.
  168. // EN: Render piece of ground in the center of screen.
  169. asprite2d_Draw(texGround, 11 * 32, 300 - 16, 32, 32, 0, 1);
  170. asprite2d_Draw(texGround, 12 * 32, 300 - 16, 32, 32, 0, 2);
  171. asprite2d_Draw(texGround, 13 * 32, 300 - 16, 32, 32, 0, 3);
  172. t := text_GetWidth(fntMain, 'o_O') * 0.75;
  173. pr2d_Rect(tux[20].Pos.X + 32 - t / 2 - 1, tux[20 ].Pos.Y - ScaleF + 3, t + 2, ScaleF + 2, $000000, 200, PR2D_FILL);
  174. pr2d_Rect(tux[20].Pos.X + 32 - t / 2 - 2, tux[20 ].Pos.Y - ScaleF + 2, t + 4, ScaleF + 4, $FFFFFF);
  175. text_DrawEx(fntMain, tux[20].Pos.X + 32, tux[20].Pos.Y - ScaleF + 5, 1, 0, 'o_O', 255, $FFFFFF, TEXT_HALIGN_CENTER);
  176. asprite2d_Draw(tux[20].Texture, tux[20].Pos.X, tux[20].Pos.Y, 64, 64, 0, tux[20].Frame div 2);
  177. end;
  178. if time <= 255 Then
  179. ssprite2d_Draw(texLogo, 400 - 256, 300 - 128, 512, 256, 0, time)
  180. else
  181. if time < 510 Then
  182. begin
  183. pr2d_Rect(0, 0, 800, 600, $000000, 510 - time, PR2D_FILL);
  184. ssprite2d_Draw(texLogo, 400 - 256, 300 - 128, 512, 256, 0, 510 - time);
  185. end;
  186. if time > 255 Then
  187. text_Draw(fntMain, 0, 0, 'FPS: ' + u_IntToStr(zgl_Get(RENDER_FPS)));
  188. // batch2d_End(); // íå ðåêîìåíäóåòñÿ äëÿ ÏÊ not reccomended for PC
  189. // use for Android and iOS
  190. end;
  191. procedure Timer;
  192. var
  193. i : Integer;
  194. begin
  195. INC(time, 2);
  196. camMain.Angle := camMain.Angle + cos(time / 1000) / 10;
  197. for i := 0 to 20 do // êàäðû
  198. begin
  199. INC(tux[i].Frame );
  200. if tux[i].Frame > 20 Then
  201. tux[i].Frame := 2;
  202. end;
  203. for i := 0 to 9 do // ñìåùåíèå â îäíó ñòîðîíó
  204. begin
  205. tux[i].Pos.X := tux[i].Pos.X + 1.5;
  206. if tux[i].Pos.X > 864 Then
  207. tux[i].Pos.X := - 96;
  208. end;
  209. for i := 10 to 19 do // ñìåùåíèå â äðóãóþ ñòîðîíó
  210. begin
  211. tux[i].Pos.X := tux[i].Pos.X - 1.5;
  212. if tux[i].Pos.X < - 96 Then
  213. tux[i].Pos.X := 864;
  214. end;
  215. key_ClearState();
  216. end;
  217. Begin
  218. randomize();
  219. TimeStart := timer_Add(@Timer, 16, Start);
  220. zgl_Reg(SYS_LOAD, @Init);
  221. zgl_Reg(SYS_DRAW, @Draw );
  222. wnd_SetCaption(utf8_Copy('07 - Sprites'));
  223. zgl_Init();
  224. End.