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D2Engine.Core.pas
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D2Engine.Core.pas
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unit D2Engine.Core;
interface
uses
Winapi.Windows, Winapi.Messages, System.SysUtils, System.Variants, System.Types,
System.Classes, Vcl.Graphics, Vcl.Controls, Vcl.Forms, Vcl.Dialogs, Direct2D,
D2D1, System.Generics.Collections, D2Engine.Layers, D2Engine.Simples,
D2Engine.Moving, D2Engine.Classes, D2Engine.Sprites, D2Engine.Sprite;
type
TD2EngineCore = class;
TKeys = class
FOwner: TD2EngineCore;
public
function KeyIsDown(Key: Word): Boolean;
constructor Create(AOwner: TD2EngineCore);
end;
TD2EngineCore = class
private
FBuffer: TBitmap;
FLayers: TLayers;
FSprites: TSprites;
FMoving: TMovingThread;
FLoopedWorld: Boolean;
FKeys: TKeys;
FWindow: TForm;
procedure FPaint(ACanvas: TDirect2DCanvas);
procedure SetBuffer(const Value: TBitmap);
function GetBuffer: TBitmap;
function CollisionLine(LA1, LB1, LA2, LB2: TPointF): Boolean;
procedure SetLoopedWorld(const Value: Boolean);
procedure SetSprites(const Value: TSprites);
procedure SetKeys(const Value: TKeys);
public
function CollisionFloatRect(S1, S2: TSprite): Boolean;
procedure Resize(Width, Height: Integer); virtual;
procedure Paint; virtual;
procedure Update; virtual;
procedure Run; virtual;
procedure CreateTest;
constructor Create(Window: TForm; VideoWidth, VideoHeight: Integer); virtual;
destructor Destroy; override;
property Buffer: TBitmap read GetBuffer write SetBuffer;
property Sprites: TSprites read FSprites write SetSprites;
property LoopedWorld: Boolean read FLoopedWorld write SetLoopedWorld; //Åñëè ïðåäìåò âûõîäèò çà ãðàíèöû ìèðà, îí ïîÿâëÿåòñÿ ñ äðóãîé åãî ñòîðîíû
property Keys: TKeys read FKeys write SetKeys;
property OwnerForm: TForm read FWindow;
end;
implementation
uses D2Engine.Sprites.Physical;
{ TD2EngineCore }
function TD2EngineCore.CollisionLine(LA1, LB1, LA2, LB2: TPointF): Boolean;
var
v1, v2, v3, v4: Double;
begin
v1 := (LB2.X - LA2.X) * (LA1.Y - LA2.Y) - (LB2.Y - LA2.Y) * (LA1.X - LA2.X);
v2 := (LB2.X - LA2.X) * (LB1.Y - LA2.Y) - (LB2.Y - LA2.Y) * (LB1.X - LA2.X);
v3 := (LB1.X - LA1.X) * (LA2.Y - LA1.Y) - (LB1.Y - LA1.Y) * (LA2.X - LA1.X);
v4 := (LB1.X - LA1.X) * (LB2.Y - LA1.Y) - (LB1.Y - LA1.Y) * (LB2.X - LA1.X);
Result := (v1 * v2 < 0) and (v3 * v4 < 0);
end;
function TD2EngineCore.CollisionFloatRect(S1, S2: TSprite): Boolean;
var R1, R2: TFloatRect;
begin
R1 := S1.GetCollisonRect;
R2 := S2.GetCollisonRect;
Result := CollisionLine(R1.LT, R1.LB, R2.LT, R2.LB) or
CollisionLine(R1.LT, R1.LB, R2.LT, R2.RT) or
CollisionLine(R1.LT, R1.LB, R2.RT, R2.RB) or
CollisionLine(R1.LT, R1.LB, R2.RB, R2.LB) or
CollisionLine(R1.LT, R1.RT, R2.LT, R2.LB) or
CollisionLine(R1.LT, R1.RT, R2.LT, R2.RT) or
CollisionLine(R1.LT, R1.RT, R2.RT, R2.RB) or
CollisionLine(R1.LT, R1.RT, R2.RB, R2.LB) or
CollisionLine(R1.RT, R1.RB, R2.LT, R2.LB) or
CollisionLine(R1.RT, R1.RB, R2.LT, R2.RT) or
CollisionLine(R1.RT, R1.RB, R2.RT, R2.RB) or
CollisionLine(R1.RT, R1.RB, R2.RB, R2.LB) or
CollisionLine(R1.RB, R1.LB, R2.LT, R2.LB) or
CollisionLine(R1.RB, R1.LB, R2.LT, R2.RT) or
CollisionLine(R1.RB, R1.LB, R2.RT, R2.RB) or
CollisionLine(R1.RB, R1.LB, R2.RB, R2.LB);
end;
constructor TD2EngineCore.Create(Window: TForm; VideoWidth, VideoHeight: Integer);
begin
inherited Create;
FWindow := Window;
FLayers := TLayers.Create;
FLayers.Add('default');
FSprites := TSprites.Create;
//
FBuffer := TBitmap.Create;
FBuffer.PixelFormat := pf24bit;
FBuffer.SetSize(VideoWidth, VideoHeight);
FMoving := TMovingThread.Create;
FMoving.ExecMethod := Update;
FKeys := TKeys.Create(Self);
end;
procedure TD2EngineCore.CreateTest;
var
i: Integer;
begin
//FSprites.Add(TFloor.Create(Self, 0, 20));
FLayers.Add('1');
FLayers.Add('2');
with FSprites[FSprites.Add(TPlatform.Create(Self, 1))] do
begin
Size.Width := 100;
Size.Height := 20;
Position.X := 100;
Position.Y := FBuffer.Height - 100;
end;
with FSprites[FSprites.Add(TPlatform.Create(Self, 1))] do
begin
Size.Width := FBuffer.Width div 3;
Size.Height := 20;
Position.X := 0 + Size.Width / 2;
Position.Y := FBuffer.Height - Size.Height;
end;
with FSprites[FSprites.Add(TPlatform.Create(Self, 1))] do
begin
Size.Width := FBuffer.Width div 3;
Size.Height := 20;
Position.X := 0 + Size.Width / 2 * 4;
Position.Y := FBuffer.Height - Size.Height;
end;
FSprites.Add(TSquare.Create(Self, 2, Rect(100, 100, 150, 150), 0));
{
FSprites.Add(TWheel.Create(Self, 0, TRect.Create(Point(10, 10), 40, 40), 0));
for i := 0 to 100 do
begin
FSprites.Add(TWheel.Create(Self, 0, TRect.Create(Point(Random(700), Random(500)), 40, 40), 0));
end; }
end;
destructor TD2EngineCore.Destroy;
begin
FMoving.Stop;
while not FMoving.Finished do Sleep(100);
FMoving.Free;
FLayers.Free;
FSprites.Clear;
FSprites.Free;
FBuffer.Free;
FKeys.Free;
inherited;
end;
procedure TD2EngineCore.FPaint(ACanvas: TDirect2DCanvas);
var
l, s: Integer;
begin
with ACanvas do
begin
Brush.Color := clBlack;
FillRect(Rect(0, 0, FBuffer.Width, FBuffer.Height));
{Brush.Color := clRed;
Rectangle(10, 10, 50, 50); }
for l := 0 to FLayers.Count-1 do
begin
for s := 0 to FSprites.Count-1 do
begin
if FSprites[s].Layer = l then
begin
FSprites[s].Draw(ACanvas);
end;
end;
end;
end;
end;
function TD2EngineCore.GetBuffer: TBitmap;
begin
Paint;
Result := FBuffer;
end;
procedure TD2EngineCore.Paint;
var Cnv: TDirect2DCanvas;
begin
Cnv := TDirect2DCanvas.Create(FBuffer.Canvas, Rect(0, 0, FBuffer.Width, FBuffer.Height));
with Cnv do
begin
BeginDraw;
try
FPaint(Cnv);
finally
EndDraw;
Free;
end;
end;
end;
procedure TD2EngineCore.Resize(Width, Height: Integer);
begin
FBuffer.SetSize(Width, Height);
end;
procedure TD2EngineCore.Run;
begin
FMoving.Start;
end;
procedure TD2EngineCore.SetBuffer(const Value: TBitmap);
begin
FBuffer := Value;
end;
procedure TD2EngineCore.SetKeys(const Value: TKeys);
begin
FKeys := Value;
end;
procedure TD2EngineCore.SetLoopedWorld(const Value: Boolean);
begin
FLoopedWorld := Value;
end;
procedure TD2EngineCore.SetSprites(const Value: TSprites);
begin
FSprites := Value;
end;
procedure TD2EngineCore.Update;
var
s, i: Integer;
Sprite: TSprite;
NPos: TPointF;
HandledNewPos: Boolean;
begin
//Êîëëèçèè
for s := 0 to Sprites.Count-1 do
begin
if not Sprites[s].IsStatic then
begin
Sprites[s].AfterCollisionCheck;
for i := 0 to Sprites.Count-1 do
if CollisionFloatRect(Sprites[s], Sprites[i]) then
begin
Sprites[s].OnCollision(Sprites[i]);
Sprites[i].OnCollision(Sprites[s]);
end;
end;
end;
//Äâèæåíèå
for s := 0 to Sprites.Count-1 do
begin
if not Sprites[s].IsStatic then
begin
Sprite := Sprites[s];
Sprite.Update;
if FLoopedWorld then
begin
//Ïðàâûé êðàé
if (Sprite.Position.X - Sprite.Size.Width / 2) > FBuffer.Width then
begin
NPos := Sprite.Position;
NPos.X := -Sprite.Size.Width / 2;
HandledNewPos := False;
Sprite.OnOutOfWorld(wdRight, NPos, HandledNewPos);
if not HandledNewPos then
Sprite.Position := NPos;
end;
//Íèæíèé êðàé
if (Sprite.Position.Y - Sprite.Size.Height / 2) > FBuffer.Height then
begin
NPos := Sprite.Position;
NPos.Y := -Sprite.Size.Height / 2;
HandledNewPos := False;
Sprite.OnOutOfWorld(wdBottom, NPos, HandledNewPos);
if not HandledNewPos then
Sprite.Position := NPos;
end;
//Ëåâûé êðàé
if (Sprite.Position.X + Sprite.Size.Width / 2) < 0 then
begin
NPos := Sprite.Position;
NPos.X := FBuffer.Width + Sprite.Size.Width / 2;
HandledNewPos := False;
Sprite.OnOutOfWorld(wdLeft, NPos, HandledNewPos);
if not HandledNewPos then
Sprite.Position := NPos;
end;
//Âåðõíèé êðàé
if (Sprite.Position.Y + Sprite.Size.Height / 2) < 0 then
begin
NPos := Sprite.Position;
NPos.Y := FBuffer.Height + Sprite.Size.Height / 2;
HandledNewPos := False;
Sprite.OnOutOfWorld(wdTop, NPos, HandledNewPos);
if not HandledNewPos then
Sprite.Position := NPos;
end;
end;
end;
end;
//Óäàëåíèå ñïðàéòîâ îòìå÷åííûõ "íà óäàëåíèå"
//Íåëüçÿ óäàëÿòü ñïðàéòû â ëþáîì äðóãîì ìåñòå!
s := 0;
while (Sprites.Count > 0) and (s < Sprites.Count) do
begin
if Sprites[s].ToDelete then
begin
TThread.Synchronize(nil,
procedure
begin
Sprites.Delete(s);
end);
Continue;
end;
Inc(s);
end;
end;
{ TKeys }
constructor TKeys.Create(AOwner: TD2EngineCore);
begin
FOwner := AOwner;
end;
function TKeys.KeyIsDown(Key: Word): Boolean;
begin
if not FOwner.OwnerForm.Active then Exit(False);
Result := GetAsyncKeyState(Key) < 0;
end;
end.