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- program demo07;
- {$I zglCustomConfig.cfg}
- uses
- zgl_screen,
- zgl_window,
- zgl_timers,
- zgl_keyboard,
- zgl_camera_2d,
- zgl_render_2d,
- zgl_fx,
- zgl_textures,
- zgl_textures_png,
- zgl_textures_jpg,
- zgl_sprite_2d,
- zgl_primitives_2d,
- zgl_font,
- zgl_text,
- zgl_types,
- zgl_utils;
- type
- TTux = record
- Texture : zglPTexture;
- Frame : Integer;
- Pos : zglTPoint2D;
- end;
- var
- dirRes : UTF8String {$IFNDEF MACOSX} = '../data/' {$ENDIF}; // äèðåêòîðèÿ ðåñóðñîâ
- fntMain : Byte; // ýòî ôîíò
- texLogo : zglPTexture;
- texBack : zglPTexture;
- texGround : zglPTexture;
- texTuxWalk : zglPTexture;
- texTuxStand : zglPTexture;
- tux : array[0..20] of TTux;
- time : Integer;
- camMain : zglTCamera2D;
- TimeStart: Byte;
- procedure Init;
- var
- i : Integer;
- begin
- // RU: Ò.ê. ïî óìîë÷àíèþ âñÿ ñòðóêòóðà êàìåðû çàïîëíÿåòñÿ íóëÿìè, ñëåäóåò èíèöèàëèçèðîâàòü å¸ ñòàíäàðòíûìè çíà÷åíèÿìè.
- // EN: Camera must be initialized, because camera structure is zero-filled by default.
- cam2d_Init(camMain);
- // RU: Çàãðóæàåì òåêñòóðó.
- // $FF000000 - óêàçûâàåò íà òî, ÷òî áû èñïîëüçîâàòü àëüôà-êàíàë èç èçîáðàæåíèÿ.
- // TEX_DEFAULT_2D - êîìïëåêñ ôëàãîâ, íåîáõîäèìûõ äëÿ 2D-ñïðàéòîâ. Îïèñàíèå åñòü â ñïðàâêå.
- // EN: Load the texture.
- // $FF000000 - means that alpha channel must be used from file, without colorkey.
- // TEX_DEFAULT_2D - complex of flags that needed for 2D sprites. Description can be found in help.
- texLogo := tex_LoadFromFile(dirRes + 'zengl.png', $FF000000, TEX_DEFAULT_2D);
- texBack := tex_LoadFromFile(dirRes + 'back01.jpg');
- texGround := tex_LoadFromFile(dirRes + 'ground.png');
- // RU: Óêàçûâàåì ðàçìåð êàäðà â òåêñòóðå.
- // EN: Set the size of single frame for texture.
- tex_SetFrameSize(texGround, 32, 32);
- texTuxWalk := tex_LoadFromFile(dirRes + 'tux_walking.png');
- tex_SetFrameSize(texTuxWalk, 64, 64);
- texTuxStand := tex_LoadFromFile(dirRes + 'tux_stand.png');
- tex_SetFrameSize(texTuxStand, 64, 64);
- for i := 0 to 9 do
- begin
- tux[i].Texture := texTuxWalk;
- tux[i].Frame := random(19) + 2;
- tux[i].Pos.X := i * 96;
- tux[i].Pos.Y := 32;
- end;
- for i := 10 to 19 do
- begin
- tux[i].Texture := texTuxWalk;
- tux[i].Frame := random(19) + 2;
- tux[i].Pos.X := (i - 9) * 96;
- tux[i].Pos.Y := 600 - 96;
- end;
- tux[20].Texture := texTuxStand;
- tux[20].Frame := random(19) + 2;
- tux[20].Pos.X := 400 - 32;
- tux[20].Pos.Y := 300 - 64 - 4;
- // RU: Çàãðóæàåì øðèôò.
- // EN: Load the font.
- fntMain := font_LoadFromFile(dirRes + 'font.zfi');
- setTextScale(15, fntMain);
- end;
- procedure Draw;
- var
- i : Integer;
- t : Single;
- ScaleF: LongWord;
- begin
- // batch2d_Begin(); // íå ðåêîìåíäóåòñÿ äëÿ ÏÊ not reccomended for PC
- // use for Android and iOS
- ScaleF := 15;
- if time > 255 Then
- begin
- // RU: Äëÿ óâåëè÷åíèÿ áûñòðîäåéñòâèÿ ìîæíî îòêëþ÷èòü î÷èñòêó áóôåðà öâåòà, ó÷èòûâàÿ ÷òî ýêðàí ïîëíîñòüþ çàïîëíåí.
- // EN: Rendering perfomance can be increased by disabling clearing the color buffer. This is a good idea because screen is full of objects.
- zgl_Disable(COLOR_BUFFER_CLEAR);
- // RU: Ðèñóåì çàäíèé ôîí ñ ðàçìåðàìè 800õ600 èñïîëüçóÿ òåêñòóðó back.
- // EN: Render the background with size 800x600 and using texture "back".
- ssprite2d_Draw(texBack, 0, 0, 800, 600, 0);
- // RU: Óñòàíîâèòü òåêóùóþ êàìåðó.
- // EN: Set the current camera.
- cam2d_Set(@camMain);
- // RU: Ðèñóåì çåìëþ.
- // EN: Render the ground.
- for i := - 2 to 800 div 32 + 1 do
- asprite2d_Draw(texGround, i * 32, 96 - 12, 32, 32, 0, 2);
- for i := - 2 to 800 div 32 + 1 do
- asprite2d_Draw(texGround, i * 32, 600 - 32 - 12, 32, 32, 0, 2);
- // RU: Ðèñóåì øàãàþùèõ ïèíãâèíîâ.
- // EN: Render penguins
- for i := 0 to 9 do
- if i = 2 Then
- begin
- // RU: Ðèñóåì íàäïèñü â "ðàìî÷êå" íàä ïèíãâèíîì.
- // EN: Render the text in frame over penguins.
- t := text_GetWidth( fntMain, 'I''m so red...' ) * 0.75;
- pr2d_Rect(tux[i].Pos.X - 1, tux[i].Pos.Y - ScaleF + 4, t, ScaleF, $000000, 200, PR2D_FILL);
- pr2d_Rect(tux[i].Pos.X - 2, tux[i].Pos.Y - ScaleF + 3, t + 2, ScaleF + 2, $FFFFFF);
- text_DrawEx(fntMain, tux[i].Pos.X, tux[i].Pos.Y - ScaleF + 5, 1, 0, 'I''m so red...');
- // RU: Ðèñóåì êðàñíîãî ïèíãâèíà èñïîëüçóÿ fx2d-ôóíêöèþ è ôëàã FX_COLOR.
- // EN: Render red penguin using fx2d-function and flag FX_COLOR.
- fx2d_SetColor($FF0000);
- 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);
- end else
- if i = 7 Then
- begin
- t := text_GetWidth(fntMain, '???') * 0.75;
- pr2d_Rect(tux[i].Pos.X + 32 - t / 2, tux[i].Pos.Y - ScaleF + 4, t, ScaleF, $000000, 200, PR2D_FILL);
- pr2d_Rect(tux[i].Pos.X + 32 - t / 2 - 1, tux[i].Pos.Y - ScaleF + 3, t + 2, ScaleF + 2, $FFFFFF);
- text_DrawEx(fntMain, tux[i].Pos.X + 32, tux[i].Pos.Y - ScaleF + 5, 1, 0, '???', 255, $FFFFFF, TEXT_HALIGN_CENTER);
- // RU: Ðèñóåì ïèíãâèíà ïðèâåäåíèå èñïîëüçóÿ ôëàã FX_COLOR óñòàíîâèâ ðåæèì â FX_COLOR_SET :)
- // EN: Render penguin ghost using flag FX_COLOR and mode FX_COLOR_SET :)
- fx_SetColorMode(FX_COLOR_SET);
- fx2d_SetColor($FFFFFF);
- 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);
- // RU: Âîçâðàùàåì îáû÷íûé ðåæèì.
- // EN: Return default mode.
- fx_SetColorMode(FX_COLOR_MIX);
- end else
- asprite2d_Draw(tux[i].Texture, tux[i].Pos.X, tux[i].Pos.Y, 64, 64, 0, tux[i].Frame div 2);
- // RU: Ðèñóåì ïèíãâèíîâ øàãàþùèõ â îáðàòíóþ ñòîðîíó èñïîëüçóÿ ôëàã îòðàæåíèÿ òåêñòóðû FX2D_FLIPX.
- // EN: Render penguins, that go another way using special flag for flipping texture - FX2D_FLIPX.
- for i := 10 to 19 do
- if i = 13 Then
- begin
- t := text_GetWidth(fntMain, 'I''m so big...') * 0.75;
- pr2d_Rect(tux[i].Pos.X - 2, tux[i].Pos.Y - ScaleF - 10, t, ScaleF, $000000, 200, PR2D_FILL);
- pr2d_Rect(tux[i].Pos.X - 3, tux[i].Pos.Y - ScaleF - 11, t + 2, ScaleF + 2, $FFFFFF);
- text_DrawEx(fntMain, tux[i].Pos.X, tux[i].Pos.Y - ScaleF - 9, 1, 0, 'I''m so big...');
- // RU: Ðèñóåì "áîëüøåãî" ïèíãâèíà. Ò.ê. FX2D_SCALE óâåëè÷èâàåò ñïðàéò îòíîñèòåëüíî öåíòðà, òî ïèíãâèíà ñëåäóåò íåìíîãî "ïîäíÿòü".
- // EN: Render "big" penguin. It must be shifted up, because FX2D_SCALE scale sprite relative to the center.
- fx2d_SetScale(1.25, 1.25);
- 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);
- end else
- if i = 17 Then
- begin
- // RU: Ðèñóåì "âûñîêîãî" ïèíãâèíà èñïîëüçóÿ âìåñòî ôëàãà FX2D_SCALE ôëàã FX2D_VCHANGE è ôóíêöèþ fx2d_SetVertexes äëÿ ñìåùåíèÿ êîîðäèíàò äâóõ âåðõíèõ âåðøèí ñïðàéòà.
- // EN: Render "tall" penguin using flag FX2D_VCHANGE instead of FX2D_SCALE, and function fx2d_SetVertexes for shifting upper vertexes of sprite.
- fx2d_SetVertexes(0, -16, 0, -16, 0, 0, 0, 0);
- 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);
- end else
- 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);
- // RU: Ñáðîñèòü êàìåðó.
- // EN: Reset the camera.
- cam2d_Set(nil);
- // RU: Ðèñóåì ó÷àñòîê çåìëè ïî öåíòðó ýêðàíà.
- // EN: Render piece of ground in the center of screen.
- asprite2d_Draw(texGround, 11 * 32, 300 - 16, 32, 32, 0, 1);
- asprite2d_Draw(texGround, 12 * 32, 300 - 16, 32, 32, 0, 2);
- asprite2d_Draw(texGround, 13 * 32, 300 - 16, 32, 32, 0, 3);
- t := text_GetWidth(fntMain, 'o_O') * 0.75;
- pr2d_Rect(tux[20].Pos.X + 32 - t / 2 - 1, tux[20 ].Pos.Y - ScaleF + 3, t + 2, ScaleF + 2, $000000, 200, PR2D_FILL);
- pr2d_Rect(tux[20].Pos.X + 32 - t / 2 - 2, tux[20 ].Pos.Y - ScaleF + 2, t + 4, ScaleF + 4, $FFFFFF);
- text_DrawEx(fntMain, tux[20].Pos.X + 32, tux[20].Pos.Y - ScaleF + 5, 1, 0, 'o_O', 255, $FFFFFF, TEXT_HALIGN_CENTER);
- asprite2d_Draw(tux[20].Texture, tux[20].Pos.X, tux[20].Pos.Y, 64, 64, 0, tux[20].Frame div 2);
- end;
- if time <= 255 Then
- ssprite2d_Draw(texLogo, 400 - 256, 300 - 128, 512, 256, 0, time)
- else
- if time < 510 Then
- begin
- pr2d_Rect(0, 0, 800, 600, $000000, 510 - time, PR2D_FILL);
- ssprite2d_Draw(texLogo, 400 - 256, 300 - 128, 512, 256, 0, 510 - time);
- end;
- if time > 255 Then
- text_Draw(fntMain, 0, 0, 'FPS: ' + u_IntToStr(zgl_Get(RENDER_FPS)));
- // batch2d_End(); // íå ðåêîìåíäóåòñÿ äëÿ ÏÊ not reccomended for PC
- // use for Android and iOS
- end;
- procedure Timer;
- var
- i : Integer;
- begin
- INC(time, 2);
- camMain.Angle := camMain.Angle + cos(time / 1000) / 10;
- for i := 0 to 20 do // êàäðû
- begin
- INC(tux[i].Frame );
- if tux[i].Frame > 20 Then
- tux[i].Frame := 2;
- end;
- for i := 0 to 9 do // ñìåùåíèå â îäíó ñòîðîíó
- begin
- tux[i].Pos.X := tux[i].Pos.X + 1.5;
- if tux[i].Pos.X > 864 Then
- tux[i].Pos.X := - 96;
- end;
- for i := 10 to 19 do // ñìåùåíèå â äðóãóþ ñòîðîíó
- begin
- tux[i].Pos.X := tux[i].Pos.X - 1.5;
- if tux[i].Pos.X < - 96 Then
- tux[i].Pos.X := 864;
- end;
- key_ClearState();
- end;
- Begin
- randomize();
- TimeStart := timer_Add(@Timer, 16, Start);
- zgl_Reg(SYS_LOAD, @Init);
- zgl_Reg(SYS_DRAW, @Draw );
- wnd_SetCaption(utf8_Copy('07 - Sprites'));
- zgl_Init();
- End.
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