demo08.pas 5.3 KB

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  1. program demo08;
  2. {$I zglCustomConfig.cfg}
  3. uses
  4. zgl_screen,
  5. zgl_window,
  6. zgl_timers,
  7. zgl_keyboard,
  8. zgl_render_2d,
  9. zgl_fx,
  10. zgl_textures,
  11. zgl_textures_png,
  12. zgl_sprite_2d,
  13. zgl_sengine_2d,
  14. zgl_primitives_2d,
  15. zgl_font,
  16. zgl_text,
  17. zgl_types,
  18. zgl_utils
  19. ;
  20. type
  21. zglPMikuSprite = ^zglTMikuSprite;
  22. zglTMikuSprite = record
  23. // RU: Îáÿçàòåëüíàÿ ÷àñòü íîâîãî òèïà ñïðàéòà.
  24. // EN: New type should start with this.
  25. Sprite: zglTSprite2D;
  26. // RU: Íîâûå ïàðàìåòðû.
  27. // EN: New params.
  28. Speed : zglTPoint2D;
  29. end;
  30. var
  31. dirRes : UTF8String {$IFNDEF MACOSX} = '../data/' {$ENDIF};
  32. fntMain : Byte;
  33. texLogo : zglPTexture;
  34. texMiku : zglPTexture;
  35. time : Integer;
  36. sengine2d: zglTSEngine2D;
  37. TimeStart: Byte;
  38. TimeMiku : Byte;
  39. // Miku
  40. procedure MikuInit(var Miku: zglTMikuSprite);
  41. begin
  42. with Miku, Miku.Sprite do
  43. begin
  44. X := 800 + random(800);
  45. Y := random(600 - 128);
  46. // RU: Çàäàåì ñêîðîñòü äâèæåíèÿ. Íî ýòî âîîáùå áðåä, åñëè ìû äåëàåì óïðàâëÿåìîãî ïåðñîíàæà
  47. // EN: Set the moving speed.
  48. Speed.X := - random(10) / 5 - 0.5;
  49. Speed.Y := (random(10) - 5) / 5;
  50. end;
  51. end;
  52. procedure MikuDraw(var Miku: zglTMikuSprite);
  53. begin
  54. with Miku.Sprite do
  55. asprite2d_Draw(Texture, X, Y, W, H, Angle, Round(Frame), Alpha, FxFlags);
  56. end;
  57. procedure MikuProc(var Miku: zglTMikuSprite);
  58. begin
  59. with Miku, Miku.Sprite do
  60. begin
  61. X := X + Speed.X;
  62. Y := Y + Speed.Y;
  63. Frame := Frame + (abs(speed.X) + abs(speed.Y)) / 25;
  64. if Frame > 8 Then
  65. Frame := 1;
  66. // RU: Åñëè ñïðàéò âûõîäèò çà ïðåäåëû ïî X, ñðàçó æå óäàëÿåì åãî.
  67. // EN: Delete the sprite if it goes beyond X.
  68. if X < -128 Then sengine2d_DelSprite(ID);
  69. // RU: Åñëè ñïðàéò âûõîäèò çà ïðåäåëû ïî Y, ñòàâèì åãî â î÷åðåäü íà óäàëåíèå.
  70. // EN: Add sprite to queue for delete if it goes beyond Y.
  71. if Y < -128 Then Destroy := TRUE;
  72. if Y > 600 Then Destroy := TRUE;
  73. end;
  74. end;
  75. procedure MikuFree(var Miku: zglTMikuSprite);
  76. begin
  77. end;
  78. // RU: Äîáàâèòü 100 ñïðàéòîâ.
  79. // EN: Add 100 sprites.
  80. procedure AddMiku;
  81. var
  82. i: Integer;
  83. begin
  84. // RU: Ïðè äîáàâëåíèè ñïðàéòà â ìåíåäæåð ñïðàéòîâ óêàçûâàåòñÿ òåêñòóðà, ñëîé(ïîëîæåíèå ïî Z) è óêàçàòåëè íà îñíîâíûå ôóíêöèè - Èíèöèàëèçàöèÿ, Ðåíäåð, Îáðàáîòêà è Óíè÷òîæåíèå.
  85. // EN: For adding sprite to sprite engine must be set next parameters: texture, layer(Z-coordinate) and pointers to Initialization, Render, Process and Destroy functions.
  86. for i := 1 to 100 do
  87. sengine2d_AddCustom(texMiku, SizeOf(zglTMikuSprite), random(10), @MikuInit, @MikuDraw, @MikuProc, @MikuFree);
  88. end;
  89. // RU: Óäàëèòü 100 ñïðàéòîâ.
  90. // EN: Delete 100 sprites.
  91. procedure DelMiku;
  92. var
  93. i: Integer;
  94. begin
  95. // RU: Óäàëèì 100 ñïðàéòîâ ñî ñëó÷àéíûì ID.
  96. // EN: Delete 100 sprites with random ID.
  97. for i := 1 to 100 do
  98. sengine2d_DelSprite(random(sengine2d.Count));
  99. end;
  100. procedure Init;
  101. var
  102. i: Integer;
  103. begin
  104. texLogo := tex_LoadFromFile(dirRes + 'zengl.png');
  105. texMiku := tex_LoadFromFile(dirRes + 'miku.png');
  106. tex_SetFrameSize(texMiku, 128, 128);
  107. // RU: Óñòàíàâëèâàåì òåêóùèì ìåíåäæåðîì ñïðàéòîâ ñâîé.
  108. // EN: Set own sprite engine as current.
  109. sengine2d_Set(@sengine2d);
  110. // RU: Ñîçäàäèì 1000 ñïðàéòîâ Miku-chan :)
  111. // EN: Create 1000 sprites of Miku-chan :)
  112. // for i := 0 to 9 do
  113. // AddMiku();
  114. fntMain := font_LoadFromFile(dirRes + 'font.zfi');
  115. setTextScale(15, fntMain);
  116. end;
  117. procedure Draw;
  118. begin
  119. // batch2d_Begin();
  120. // RU: Ðèñóåì âñå ñïðàéòû íàõîäÿùèåñÿ â òåêóùåì ñïðàéòîâîì ìåíåäæåðå.
  121. // EN: Render all sprites contained in current sprite engine.
  122. if time > 255 Then
  123. sengine2d_Draw();
  124. if time <= 255 Then
  125. ssprite2d_Draw(texLogo, 400 - 256, 300 - 128, 512, 256, 0, time)
  126. else
  127. if time < 510 Then
  128. begin
  129. pr2d_Rect(0, 0, 800, 600, $000000, 510 - time, PR2D_FILL);
  130. ssprite2d_Draw(texLogo, 400 - 256, 300 - 128, 512, 256, 0, 510 - time);
  131. end;
  132. if time > 255 Then
  133. begin
  134. pr2d_Rect(0, 0, 256, 64, $000000, 200, PR2D_FILL);
  135. text_Draw(fntMain, 0, 0, 'FPS: ' + u_IntToStr(zgl_Get(RENDER_FPS)));
  136. text_Draw(fntMain, 0, 20, 'Sprites: ' + u_IntToStr(sengine2d.Count));
  137. text_Draw(fntMain, 0, 40, 'Up/Down - Add/Delete Miku :)');
  138. end;
  139. // batch2d_End();
  140. end;
  141. procedure Timer;
  142. begin
  143. INC(time, 2);
  144. // RU: Âûïîëíÿåì îáðàáîòêó âñåõ ñïðàéòîâ â òåêóùåì ñïðàéòîâîì ìåíåäæåðå.
  145. // EN: Process all sprites contained in current sprite engine.
  146. sengine2d_Proc();
  147. // RU: Ïî íàæàòèþ ïðîáåëà î÷èñòèòü âñå ñïðàéòû.
  148. // EN: Delete all sprites if space was pressed.
  149. if key_Press(K_SPACE) Then sengine2d_ClearAll();
  150. if key_Press(K_UP) Then AddMiku();
  151. if key_Press(K_DOWN) Then DelMiku();
  152. key_ClearState();
  153. end;
  154. procedure Quit;
  155. begin
  156. // RU: Î÷èùàåì ïàìÿòü îò ñîçäàííûõ ñïðàéòîâ.
  157. // EN: Free allocated memory for sprites.
  158. sengine2d_Set(@sengine2d);
  159. sengine2d_ClearAll();
  160. end;
  161. Begin
  162. randomize;
  163. TimeStart := timer_Add(@Timer, 16, Start);
  164. TimeMiku := timer_Add(@AddMiku, 1000, SleepToStart, 10);
  165. zgl_Reg(SYS_LOAD, @Init);
  166. zgl_Reg(SYS_DRAW, @Draw);
  167. zgl_Reg(SYS_EXIT, @Quit);
  168. wnd_SetCaption(utf8_Copy('08 - Sprite Engine'));
  169. zgl_Init();
  170. End.