demo07.dpr 10 KB

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  1. program demo07;
  2. {$I zglCustomConfig.cfg}
  3. {$I zgl_config.cfg}
  4. {$R *.res}
  5. uses
  6. zgl_screen,
  7. zgl_window,
  8. zgl_timers,
  9. zgl_keyboard,
  10. zgl_camera_2d,
  11. zgl_render_2d,
  12. zgl_fx,
  13. zgl_textures,
  14. zgl_textures_png,
  15. zgl_textures_jpg,
  16. zgl_sprite_2d,
  17. zgl_primitives_2d,
  18. zgl_font,
  19. zgl_text,
  20. zgl_types,
  21. zgl_utils,
  22. gegl_color;
  23. type
  24. TTux = record
  25. Texture : zglPTexture;
  26. Frame : Integer;
  27. Pos : zglTPoint2D;
  28. end;
  29. var
  30. dirRes : UTF8String {$IFNDEF MACOSX} = '../data/' {$ENDIF};
  31. fntMain : Byte;
  32. texLogo : zglPTexture;
  33. texBack : zglPTexture;
  34. texGround : zglPTexture;
  35. texTuxWalk : zglPTexture;
  36. texTuxStand : zglPTexture;
  37. tux : array[0..20] of TTux;
  38. time : Integer;
  39. camMain : zglTCamera2D;
  40. newColor : LongWord;
  41. correctColor: LongWord;
  42. TimeStart : LongWord = 0;
  43. procedure Init;
  44. var
  45. i : Integer;
  46. begin
  47. // RU: Ò.ê. ïî óìîë÷àíèþ âñÿ ñòðóêòóðà êàìåðû çàïîëíÿåòñÿ íóëÿìè, ñëåäóåò èíèöèàëèçèðîâàòü å¸ ñòàíäàðòíûìè çíà÷åíèÿìè.
  48. // EN: Camera must be initialized, because camera structure is zero-filled by default.
  49. cam2d_DefInit(camMain);
  50. // RU: Çàãðóæàåì òåêñòóðó.
  51. // $FF000000 - óêàçûâàåò íà òî, ÷òî áû èñïîëüçîâàòü àëüôà-êàíàë èç èçîáðàæåíèÿ.
  52. // TEX_DEFAULT_2D - êîìïëåêñ ôëàãîâ, íåîáõîäèìûõ äëÿ 2D-ñïðàéòîâ. Îïèñàíèå åñòü â ñïðàâêå.
  53. // EN: Load the texture.
  54. // $FF000000 - means that alpha channel must be used from file, without colorkey.
  55. // TEX_DEFAULT_2D - complex of flags that needed for 2D sprites. Description can be found in help.
  56. texLogo := tex_LoadFromFile(dirRes + 'zengl.png', $FF000000, TEX_DEFAULT_2D);
  57. texBack := tex_LoadFromFile(dirRes + 'back01.jpg');
  58. texGround := tex_LoadFromFile(dirRes + 'ground.png');
  59. // RU: Óêàçûâàåì ðàçìåð êàäðà â òåêñòóðå.
  60. // EN: Set the size of single frame for texture.
  61. tex_SetFrameSize(texGround, 32, 32);
  62. texTuxWalk := tex_LoadFromFile(dirRes + 'tux_walking.png');
  63. tex_SetFrameSize(texTuxWalk, 64, 64);
  64. texTuxStand := tex_LoadFromFile(dirRes + 'tux_stand.png');
  65. tex_SetFrameSize(texTuxStand, 64, 64);
  66. for i := 0 to 9 do
  67. begin
  68. tux[i].Texture := texTuxWalk;
  69. tux[i].Frame := random(19) + 2;
  70. tux[i].Pos.X := i * 96;
  71. tux[i].Pos.Y := 32;
  72. end;
  73. for i := 10 to 19 do
  74. begin
  75. tux[i].Texture := texTuxWalk;
  76. tux[i].Frame := random(19) + 2;
  77. tux[i].Pos.X := (i - 9) * 96;
  78. tux[i].Pos.Y := 600 - 96;
  79. end;
  80. tux[20].Texture := texTuxStand;
  81. tux[20].Frame := random(19) + 2;
  82. tux[20].Pos.X := 400 - 32;
  83. tux[20].Pos.Y := 300 - 64 - 4;
  84. // RU: Çàãðóæàåì øðèôò.
  85. // EN: Load the font.
  86. fntMain := font_LoadFromFile(dirRes + 'font.zfi');
  87. setFontTextScale(15, fntMain);
  88. // RU: Óñòàíàâëèâàåì FPS.
  89. // EN: Set FPS.
  90. scr_SetFPS(60);
  91. // Rus: çàäà¸ì íîâûé öâåò. Ýòî ÷¸ðíûé è íåìíîãî ïðîçðà÷íûé.
  92. // Eng: set a new color. It is black and slightly transparent.
  93. newColor := Color_FindOrAdd(200);
  94. // Rus: çàäà¸ì íîâûé öâåò áåç ïðîâåðêè íà ñóùåñòâîâàíèå. Ýòî ÷¸ðíûé íå ïðîçðà÷íûé.
  95. // Eng: we set a new color, without checking for existence. It's black and not transparent.
  96. correctColor := Color_UAdd(255);
  97. end;
  98. procedure Draw;
  99. var
  100. i : Integer;
  101. t : Single;
  102. ScaleF: LongWord;
  103. begin
  104. batch2d_Begin();
  105. ScaleF := 15;
  106. if time > 255 Then
  107. begin
  108. // RU: Äëÿ óâåëè÷åíèÿ áûñòðîäåéñòâèÿ ìîæíî îòêëþ÷èòü î÷èñòêó áóôåðà öâåòà, ó÷èòûâàÿ ÷òî ýêðàí ïîëíîñòüþ çàïîëíåí.
  109. // EN: Rendering perfomance can be increased by disabling clearing the color buffer. This is a good idea because screen is full of objects.
  110. zgl_Disable(COLOR_BUFFER_CLEAR);
  111. // RU: Ðèñóåì çàäíèé ôîí ñ ðàçìåðàìè 800õ600 èñïîëüçóÿ òåêñòóðó back.
  112. // EN: Render the background with size 800x600 and using texture "back".
  113. ssprite2d_Draw(texBack, 0, 0, 800, 600, 0);
  114. // RU: Óñòàíîâèòü òåêóùóþ êàìåðó.
  115. // EN: Set the current camera.
  116. cam2d_Set(@camMain);
  117. // RU: Ðèñóåì çåìëþ.
  118. // EN: Render the ground.
  119. for i := - 2 to 800 div 32 + 1 do
  120. asprite2d_Draw(texGround, i * 32, 96 - 12, 32, 32, 0, 2);
  121. for i := - 2 to 800 div 32 + 1 do
  122. asprite2d_Draw(texGround, i * 32, 600 - 32 - 12, 32, 32, 0, 2);
  123. // RU: Ðèñóåì øàãàþùèõ ïèíãâèíîâ.
  124. // EN: Render penguins
  125. for i := 0 to 9 do
  126. if i = 2 Then
  127. begin
  128. // RU: Ðèñóåì íàäïèñü â "ðàìî÷êå" íàä ïèíãâèíîì.
  129. // EN: Render the text in frame over penguins.
  130. t := text_GetWidth( fntMain, 'I''m so red...' ) * 0.75;
  131. pr2d_Rect(tux[i].Pos.X - 1, tux[i].Pos.Y - ScaleF + 4, t, ScaleF, newColor, PR2D_FILL);
  132. pr2d_Rect(tux[i].Pos.X - 2, tux[i].Pos.Y - ScaleF + 3, t + 2, ScaleF + 2, cl_White);
  133. text_DrawEx(fntMain, tux[i].Pos.X, tux[i].Pos.Y - ScaleF + 5, 1, 0, 'I''m so red...');
  134. // RU: Ðèñóåì êðàñíîãî ïèíãâèíà èñïîëüçóÿ fx2d-ôóíêöèþ è ôëàã FX_COLOR.
  135. // EN: Render red penguin using fx2d-function and flag FX_COLOR.
  136. fx2d_SetColor($FF0000);
  137. 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);
  138. end else
  139. if i = 7 Then
  140. begin
  141. t := text_GetWidth(fntMain, '???') * 0.75;
  142. pr2d_Rect(tux[i].Pos.X + 32 - t / 2, tux[i].Pos.Y - ScaleF + 4, t, ScaleF, newColor, PR2D_FILL);
  143. pr2d_Rect(tux[i].Pos.X + 32 - t / 2 - 1, tux[i].Pos.Y - ScaleF + 3, t + 2, ScaleF + 2, cl_White );
  144. text_DrawEx(fntMain, tux[i].Pos.X + 32, tux[i].Pos.Y - ScaleF + 5, 1, 0, '???', cl_White, TEXT_HALIGN_CENTER);
  145. // RU: Ðèñóåì ïèíãâèíà ïðèâåäåíèå èñïîëüçóÿ ôëàã FX_COLOR óñòàíîâèâ ðåæèì â FX_COLOR_SET :)
  146. // EN: Render penguin ghost using flag FX_COLOR and mode FX_COLOR_SET :)
  147. fx_SetColorMode(FX_COLOR_SET);
  148. fx2d_SetColor($FFFFFF);
  149. 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);
  150. // RU: Âîçâðàùàåì îáû÷íûé ðåæèì.
  151. // EN: Return default mode.
  152. fx_SetColorMode(FX_COLOR_MIX);
  153. end else
  154. asprite2d_Draw(tux[i].Texture, tux[i].Pos.X, tux[i].Pos.Y, 64, 64, 0, tux[i].Frame div 2);
  155. // RU: Ðèñóåì ïèíãâèíîâ øàãàþùèõ â îáðàòíóþ ñòîðîíó èñïîëüçóÿ ôëàã îòðàæåíèÿ òåêñòóðû FX2D_FLIPX.
  156. // EN: Render penguins, that go another way using special flag for flipping texture - FX2D_FLIPX.
  157. for i := 10 to 19 do
  158. if i = 13 Then
  159. begin
  160. t := text_GetWidth(fntMain, 'I''m so big...') * 0.75;
  161. pr2d_Rect(tux[i].Pos.X - 2, tux[i].Pos.Y - ScaleF - 10, t, ScaleF, newColor, PR2D_FILL);
  162. pr2d_Rect(tux[i].Pos.X - 3, tux[i].Pos.Y - ScaleF - 11, t + 2, ScaleF + 2, cl_White );
  163. text_DrawEx(fntMain, tux[i].Pos.X, tux[i].Pos.Y - ScaleF - 9, 1, 0, 'I''m so big...');
  164. // RU: Ðèñóåì "áîëüøåãî" ïèíãâèíà. Ò.ê. FX2D_SCALE óâåëè÷èâàåò ñïðàéò îòíîñèòåëüíî öåíòðà, òî ïèíãâèíà ñëåäóåò íåìíîãî "ïîäíÿòü".
  165. // EN: Render "big" penguin. It must be shifted up, because FX2D_SCALE scale sprite relative to the center.
  166. fx2d_SetScale(1.25, 1.25);
  167. 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);
  168. end else
  169. if i = 17 Then
  170. begin
  171. // RU: Ðèñóåì "âûñîêîãî" ïèíãâèíà èñïîëüçóÿ âìåñòî ôëàãà FX2D_SCALE ôëàã FX2D_VCHANGE è ôóíêöèþ fx2d_SetVertexes äëÿ ñìåùåíèÿ êîîðäèíàò äâóõ âåðõíèõ âåðøèí ñïðàéòà.
  172. // EN: Render "tall" penguin using flag FX2D_VCHANGE instead of FX2D_SCALE, and function fx2d_SetVertexes for shifting upper vertexes of sprite.
  173. fx2d_SetVertexes(0, -16, 0, 0);
  174. 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);
  175. end else
  176. 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);
  177. // RU: Ñáðîñèòü êàìåðó.
  178. // EN: Reset the camera.
  179. cam2d_Set(nil);
  180. // RU: Ðèñóåì ó÷àñòîê çåìëè ïî öåíòðó ýêðàíà.
  181. // EN: Render piece of ground in the center of screen.
  182. asprite2d_Draw(texGround, 11 * 32, 300 - 16, 32, 32, 0, 1);
  183. asprite2d_Draw(texGround, 12 * 32, 300 - 16, 32, 32, 0, 2);
  184. asprite2d_Draw(texGround, 13 * 32, 300 - 16, 32, 32, 0, 3);
  185. t := text_GetWidth(fntMain, 'o_O') * 0.75;
  186. pr2d_Rect(tux[20].Pos.X + 32 - t / 2 - 1, tux[20 ].Pos.Y - ScaleF + 3, t + 2, ScaleF + 2, newColor, PR2D_FILL);
  187. pr2d_Rect(tux[20].Pos.X + 32 - t / 2 - 2, tux[20 ].Pos.Y - ScaleF + 2, t + 4, ScaleF + 4, cl_White );
  188. text_DrawEx(fntMain, tux[20].Pos.X + 32, tux[20].Pos.Y - ScaleF + 5, 1, 0, 'o_O', cl_White, TEXT_HALIGN_CENTER);
  189. asprite2d_Draw(tux[20].Texture, tux[20].Pos.X, tux[20].Pos.Y, 64, 64, 0, tux[20].Frame div 2);
  190. end;
  191. if time <= 255 Then
  192. ssprite2d_Draw(texLogo, 400 - 256, 300 - 128, 512, 256, 0, time)
  193. else
  194. if time < 510 Then
  195. begin
  196. // RU: Ïîëó÷àåì çíà÷åíèå öâåòà.
  197. // EN:
  198. i := Get_Color(correctColor);
  199. pr2d_Rect(0, 0, 800, 600, correctColor, PR2D_FILL);
  200. dec(i);
  201. if i < 0 then
  202. i := 0;
  203. // Rus: êîððåêòèðóåì çíà÷åíèå öâåòà.
  204. // Eng: adjusting the color value.
  205. Correct_Color(correctColor, i);
  206. ssprite2d_Draw(texLogo, 400 - 256, 300 - 128, 512, 256, 0, 510 - time);
  207. end;
  208. if time > 255 Then
  209. text_Draw(fntMain, 0, 0, 'FPS: ' + u_IntToStr(zgl_Get(RENDER_FPS)));
  210. batch2d_End();
  211. end;
  212. procedure Timer;
  213. var
  214. i : Integer;
  215. begin
  216. INC(time, 2);
  217. camMain.Angle := camMain.Angle + cos(time / 1000) / 10;
  218. for i := 0 to 20 do
  219. begin
  220. INC(tux[i].Frame );
  221. if tux[i].Frame > 20 Then
  222. tux[i].Frame := 2;
  223. end;
  224. for i := 0 to 9 do
  225. begin
  226. tux[i].Pos.X := tux[i].Pos.X + 1.5;
  227. if tux[i].Pos.X > 864 Then
  228. tux[i].Pos.X := - 96;
  229. end;
  230. for i := 10 to 19 do
  231. begin
  232. tux[i].Pos.X := tux[i].Pos.X - 1.5;
  233. if tux[i].Pos.X < - 96 Then
  234. tux[i].Pos.X := 864;
  235. end;
  236. end;
  237. Begin
  238. randomize();
  239. TimeStart := timer_Add(@Timer, 16, t_Start);
  240. zgl_Reg(SYS_LOAD, @Init);
  241. zgl_Reg(SYS_DRAW, @Draw );
  242. wnd_SetCaption(utf8_Copy('07 - Sprites'));
  243. zgl_Init();
  244. End.