started initial animation explanation

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michael 2001-07-10 21:50:27 +00:00
parent 902514047d
commit ad353b52cd

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@ -171,29 +171,36 @@ functions for points, lines, segments, rectangles, polygons, circles, text
and bitmaps. and bitmaps.
All functions accept as the first two parameters a \var{PGDKdrawable}, which All functions accept as the first two parameters a \var{PGDKdrawable}, which
can be a \var{TGDKWindow} or \var{TGDkPixmap}, and a \var{PGdkGC}, a pointer can be a pointer to a \var{TGDKWindow} or a \var{TGDkPixmap}, and a
to a graphics context. These parameters are omitted from the following \var{PGdkGC}, a pointer to a graphics context.
declarations:
These parameters are omitted from the following declarations:
\begin{verbatim} \begin{verbatim}
procedure gdk_draw_point(x,y:gint); procedure gdk_draw_point(x,y:gint);
procedure gdk_draw_line(x1,y1,x2,y2:gint); procedure gdk_draw_line(x1,y1,x2,y2:gint);
procedure gdk_draw_rectangle(filled,x,y,width,height:gint); procedure gdk_draw_rectangle(filled,x,y,width,height:gint);
\end{verbatim} \end{verbatim}
The above functions draw respectively a dot, a line and a rectangle.
The meaning of the parameters for these functions is obvious. The meaning of the parameters for these functions is obvious.
For the rectangle, care must be taken. If \var{Filled} is false (-1) then For the rectangle, care must be taken. If the parameter \var{Filled} is
the drawn rectangle is actually \var{Width+1}, \var{Height+1}. If it is False (-1) then the drawn rectangle has actually a width and height of
filled, then the width are height are as specified. \var{Width+1}, \var{Height+1}. If it is filled, then the width and
height are as specified in the call to \var{gdk\_draw\_rectangle}.
The following functions can be used to draw a series of lines: The following functions can be used to draw a series of lines:
\begin{verbatim} \begin{verbatim}
procedure gdk_draw_polygon(filled:gint;points:PGdkPoint; npoints:gint); procedure gdk_draw_polygon(filled:gint;points:PGdkPoint; npoints:gint);
procedure gdk_draw_segments(segs:PGdkSegment; nsegs:gint);
procedure gdk_draw_lines(points:PGdkPoint; npoints:gint); procedure gdk_draw_lines(points:PGdkPoint; npoints:gint);
procedure gdk_draw_segments(segs:PGdkSegment; nsegs:gint);
\end{verbatim} \end{verbatim}
The \var{gdk\_draw\_polygon} polygon takes a series of dots and connects The \var{gdk\_draw\_polygon} polygon takes a series of dots and connects
them using lines, optionally filling them. A \var{TGDKPoint} record contains them using lines, optionally filling them. The points are specified by a
2 fields \var{X,Y} which specify the location of a point. If needed, the pointer to an array of \var{TGDKPoint} records (there should be \var{npoint}
first and last points are also connected using a line. such records in the array).
A \var{TGDKPoint} record contains 2 fields: \var{X,Y} which specify the
location of a point.
If needed, the first and last points are also connected using a line.
The \var{gdk\_draw\_lines} does the same, only it cannot be filled, and it The \var{gdk\_draw\_lines} does the same, only it cannot be filled, and it
will not connect the first and last points. will not connect the first and last points.
The \var{gdk\_draw\_segments} requires a series of \var{TGDKSegment} The \var{gdk\_draw\_segments} requires a series of \var{TGDKSegment}
@ -225,6 +232,13 @@ procedure gdk_draw_string(drawable:PGdkDrawable; font:PGdkFont; gc:PGdkGC;
\end{verbatim} \end{verbatim}
The meaning of the parameters for this functions should be obvious. The meaning of the parameters for this functions should be obvious.
The font for the \var{gdk\_draw\_string} can be obtained using the
\var{gdk\_font\_load} function:
\begin{verbatim}
function gdk_font_load(font_name:Pgchar):PGdkFont;
\end{verbatim}
The font name should be specified as an X font path.
All this is demonstrated in the following program: All this is demonstrated in the following program:
\begin{lstlisting}{} \begin{lstlisting}{}
program graphics; program graphics;
@ -357,12 +371,338 @@ and adding a \var{TGTKDrawingArea} to it. It then connects 2 event handlers,
one to stop the application if the window is closed (\var{CloseApp}), one to stop the application if the window is closed (\var{CloseApp}),
the other to draw the \var{TGTKDrawingArea} when it is exposed the other to draw the \var{TGTKDrawingArea} when it is exposed
(\var{Exposed}). This latter contains the actual drawing routines, and is (\var{Exposed}). This latter contains the actual drawing routines, and is
pretty self-explaining. pretty self-explaining. It simply demonstrates the use of the drawing
primitives explained above.
Note that the allocated colors are not freed again, so this program does Note that the allocated colors are not freed again, so this program does
contain a memory leak. contain a memory leak.
\section{Animation} \section{Animation}
The GDK drawing functions can be used to draw directly on a window visible
on the screen. This is OK for normal applications, but applications that
have a lot of (changing) graphics will soon see a flickering screen.
Luckily, GDK provides a means to cope with this: Instead of drawing directly
on the screen, one can draw on a bitmap which exists in memory, and copy
parts of the bitmap to the screen on an as-need basis.
This is the reason why the GDK drawing functions generally accept a
\var{PGDKdrawable} parameter: This can be of the type \var{PgdkWindow} or
\var{PGDKPixmap}: The \var{TGDKPixmap} can be used to do the drawing in the
background, and then copy the pixmap to the actual window.
This technique, known as double buffering, will be demonstrated in a small
arcade game: BreakOut. The game is quite simple: at the top of the screen,
there are a series of bricks. At the bottom of the screen is a small pad,
which can be move left or right using the cursor keys. A ball bounces on the
screen. When the ball hits a brick, the brick dissappears. When the ball
hits the bottom of the window, the ball is lost. The pad can be used to
prevent the ball from hitting the bottom window.
When the pad hits the ball, the ball is accellerated in the direction the
pad was moving at the moment of impact. Also, an idea of 'slope' is
introduced: If the ball hits the pad at some distance from the pad's center,
the ball's trajectory is slightly disturbed, as if the pad has a slope.
After 5 balls were lost, the game is over. If all bricks have been
destroyed, a next level is started.
As stated above, the game will be implemented using double buffering.
The ball and pad themselves will be implemented as pixmaps; the bricks
will be drawn as simple rectangles.
These three objects will be implemented using a series of classes:
\var{TGraphicalObject}, which introduces a position and size. This class
will have 2 descendents: \var{TBlock}, which will draw a block on the
screen and \var{TSprite}, which contains all functionality to draw a moving
pixmap on the screen. From \var{TSprite}, \var{TBall} and \var{TPad} will be
derived. These two objects introduce the behaviour specific to the ball and
pad in the game.
The blocks will be managed by a \var{TBlockList} class, which is a
descendent of the standard \var{TList} class.
All these objects are managed by a \var{TBreakOut} class, which contains the
game logic. The class structure could be improved a bit, but the idea is
more to separate the logic of the different objects.
The \var{TGraphicalObject} class is a simple object which introduces some
easy access properties to get the position and size of the object:
\begin{verbatim}
TGraphicalObject = Class(TObject)
FRect : TGdkRectangle;
Public
Function Contains(X,Y : Integer) : Boolean;
Property Left : SmallInt Read FRect.x Write Frect.x;
Property Top : SmallInt Read FRect.y Write Frect.y;
Property Width : Word Read Frect.Width Write Frect.Width;
Property Height : Word Read Frect.Height Write Frect.Height;
end;
\end{verbatim}
The \var{TBlock} object is a simple descendent of the var{TGraphicalObject}
class:
\begin{verbatim}
TBlock = Class(TGraphicalObject)
Private
FMaxHits : Integer;
FBlockList : TBlockList;
FGC : PGDKGC;
FColor : PGDKColor;
FNeedRedraw : Boolean;
Procedure CreateGC;
Function DrawingArea : PGtkWidget;
Function PixMap : PgdkPixMap;
Public
Procedure Draw;
Function Hit : Boolean;
Constructor Create (ABlockList : TBlockList);
Property Color : PGDKColor Read FColor Write FColor;
end;
\end{verbatim}
The \var{FMaxHits} field determines how many times the ball must hit the
brick before it dissappears. With each hit, the field is decremented by 1.
The \var{FBlockList} refers to the blocklist object that will manage the
block. The needed drawing widget and the pixmap on which the block must be
drawn are obtained from the blockmanager using the \var{DrawingArea} and
\var{Pixmap} functions.
The \var{Draw} procedure will draw the block at it's position on the pixmap.
The \var{Color} property determines the color in which the block will be
drawn.
The implementation of the \var{TBlock} methods are quite simple. The first
methods don't need any explanation.
\begin{verbatim}
Constructor TBlock.Create (ABlockList : TBlockList);
begin
Inherited Create;
FBlockList:=ABlockList;
FMaxHits:=1;
end;
Function TBlock.DrawingArea : PGtkWidget;
begin
Result:=FBlockList.FBreakout.FDrawingArea;
end;
Function TBlock.PixMap : PgdkPixMap;
begin
Result:=FBlockList.PixMap;
end;
\end{verbatim}
The first interesting method is the \var{CreateGC} method:
\begin{verbatim}
Procedure TBlock.CreateGC;
begin
FGC:=gdk_gc_new(DrawingArea^.Window);
gdk_gc_set_foreground(FGC,FColor);
gdk_gc_set_fill(FGC,GDK_SOLID);
FNeedRedraw:=True;
end;
\end{verbatim}
The method is called the first time the block must be drawn. It allocates a
new graphics context using the \var{gdk\_gc\_new} function. This function
accepts a pointer to a \var{TGTKWidget} as a parameter and returns a new
graphics context. After the graphics context is created, the foreground
color and fill style are set. (it is assumed that \var{FColor} points
to a valid color)
The \var{Draw} procedure actually draws the block on the pixmap, using
the graphics context created in the previous method:
\begin{verbatim}
Procedure TBlock.Draw;
begin
if FGC=Nil then
CreateGC;
if FNeedRedraw Then
begin
gdk_draw_rectangle(PGDKDrawable(Pixmap),FGC,-1,Left,Top,Width,Height);
FNeedRedraw:=False;
end;
end;
\end{verbatim}
The \var{FNeedRedraw} procedure is used for optimization.
Finally, the \var{Hit} method is called when the block is hit by the ball.
It will decrease the \var{FMaxHits} field, and if it reaches zero, the
place occupied by the block is redrawn in the background color. After that,
it removes itself from the blocklist and frees itself.
\begin{verbatim}
Function TBlock.Hit : Boolean;
begin
Dec(FMaxHits);
Result:=FMaxHits=0;
If Result then
begin
FBlockList.FBreakOut.DrawBackground(FRect);
FBlockList.Remove(Self);
Free;
end;
end;
\end{verbatim}
The \var{TSprite} object is a little more involved. The declaration is
as follows:
\begin{verbatim}
TSprite = Class(TGraphicalObject)
FPreviousTop,
FPreviousLeft : Integer;
FDrawingArea : PGtkWidget;
FDrawPixMap : PgdkPixmap;
FPixMap : PgdkPixMap;
FBitMap : PGdkBitMap;
Protected
Procedure CreateSpriteFromData(SpriteData : PPGchar);
Procedure CreatePixMap; Virtual; Abstract;
Procedure SavePosition;
Public
Constructor Create(DrawingArea: PGtkWidget);
Procedure Draw;
Function GetChangeRect (Var Rect : TGDkRectAngle) : Boolean;
Property PixMap : PgdkPixMap Read FPixMap;
Property BitMap : PGdkBitMap Read FBitMap;
end;
\end{verbatim}
The important property is the \var{PixMap} property; this contains the
pixmap with the sprite's image. The \var{BitMap} property contains the
bitmap associated with the pixmap. The second important method is the
\var{GetChangeRect} method; it returns the rectangle occupied by the
sprite at its previous position. This will be used to 'move' the sprite:
When moving the sprite, the current position is saved (using
\var{SavePosition}), and the new position is set. After that, the old
position is cleared, and the sprite is drawn at the new position.
All this drawing is done on the background pixmap, to avoid flickering
when drawing: The result of the two drawing steps is shown at once.
The implementation of the \var{Draw} method is quite straightforward:
\begin{verbatim}
Procedure TSprite.Draw;
Var
gc : PGDKGc;
begin
if FPixMap=Nil then
CreatePixMap;
gc:=gtk_widget_get_style(FDrawingArea)^.fg_gc[GTK_STATE_NORMAL];
gdk_gc_set_clip_origin(gc,Left,Top);
gdk_gc_set_clip_mask(gc,FBitmap);
gdk_draw_pixmap(FDrawPixMap,gc,FPixMap,0,0,Left,Top,Width,Height)
gdk_gc_set_clip_mask(gc,Nil);
end;
\end{verbatim}
After the pixmap has been created (a method which must be implemented by
descendent objects), the graphics context of the drawing area is retrieved
to do the drawing.
The bitmap is drawn using the clipping functionality of the GDK toolkit:
To this end, the clip origin is set to the position of the sprite, and
the clip bitmask is set from the \var{FBitmap}, which is created when the
sprite's pixmap is created. When drawing the pixmap, only the bits in the
bitmap will be drawn, other bits are left untouched.
The pixmap is drawn using the \var{gdk\_draw\_pixmap} function. This
function copies a region from one \var{TGDKDrawable} to another.
It is defined as follows:
\begin{verbatim}
procedure gdk_draw_pixmap(drawable:PGdkDrawable; gc:PGdkGC;
src:PGdkDrawable;
xsrc,ysrc,xdest,ydest,width,height:gint);
\end{verbatim}
The function, as all GDK drawing functions, takes a \var{PGDKDrawable}
pointer and a graphics contexts as its first two arguments. The third
argument is the \var{TGDKDrawable} which should be copied. The
\var{xsrc,ysrc} parameters indicate the position of the region that should
be copied in the source \var{TGDKDrawable}; the \var{xdest,ydest} indicate
the position in the target \var{TGDKDrawable} where the bitmap should be
drawn.
In the case of \var{TSprite}, the function is used to copy the sprite's
bitmap onto the memory pixmap with the game image. After the bitmap was
copied, the clip mask is removed again.
The creation of the pixmap happens when the sprite is drawn for the first
time; The \var{CreateSpriteFromData} method accepts a pointer to an XPM
pixmap, and uses the \var{gdk\_pixmap\_create\_from\_xpm\_d} function
(explained in the previous article) to create the actual pixmap and the
corresponding bitmap.
\begin{verbatim}
Procedure TSprite.CreateSpriteFromData(SpriteData : PPGChar);
begin
FPixMap:=gdk_pixmap_create_from_xpm_d(FDrawingArea^.Window,
@FBitmap,
Nil,
SpriteData);
end;
\end{verbatim}
This method can be used by the descendent object's \var{CreatePixmap}
procedure.
The \var{SavePosition} and \var{GetChangeRect} methods are very
straightforward:
\begin{verbatim}
Function TSprite.GetChangeRect (Var Rect : TGDkRectAngle) : Boolean;
begin
Result:=(FPreviousLeft<>Left) or (FPreviousTop<>Top);
If Result then
With Rect do
begin
x:=FPreviousLeft;
y:=FPreviousTop;
Width:=Abs(Left-FPreviousLeft)+self.Width;
height:=Abs(Top-FPreviousTop)+self.Height;
end;
end;
Procedure TSprite.SavePosition;
begin
FPreviousLeft:=Left;
FPreviousTop:=Top;
end;
\end{verbatim}
Note that the \var{GetChangeRect} procedure returns false if the position
of the sprite didn't change. This is used for optimization purposes.
The pad is the simplest of the two \var{TSprite} descendents. It only adds a
horizontal movement to the sprite:
\begin{verbatim}
TPad = Class (TSprite)
Private
FSlope,
FSpeed,FCurrentSpeed : Integer;
Protected
Procedure CreatePixMap; override;
Procedure InitialPosition;
Public
Constructor Create(DrawingArea: PGtkWidget);
Procedure Step;
Procedure GoLeft;
Procedure GoRight;
Procedure Stop;
Property CurrentSpeed : Integer Read FCurrentSpeed;
Property Speed : Integer Read FSpeed Write FSpeed;
Property Slope : Integer Read FSlope Write FSlope;
end;
\end{verbatim}
The procedures \var{GoLeft}, \var{GoRight} and \var{Stop} can be used to
control the movement of the pad. The method \var{Step} will be called at
regular intervals to actually move the pad. The \var{InitialPosition}
sets the pad at its initial position on the screen. The \var{Speed} and
\var{Slope} properties can be used to set the speed and slope of the pad.
The implementation is quite straightforward:
\begin{verbatim}
\end{verbatim}
\end{document} \end{document}