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Unit1.pas
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Unit1.pas
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(******************************************************************************)
(* example PingPong ??.??.???? *)
(* *)
(* Version : 0.01 *)
(* *)
(* Author : Uwe Schächterle (Corpsman) *)
(* *)
(* Support : www.Corpsman.de *)
(* *)
(* Description : Demonstrates a easy billard engine *)
(* *)
(* License : See the file license.md, located under: *)
(* https://github.com/PascalCorpsman/Software_Licenses/blob/main/license.md *)
(* for details about the license. *)
(* *)
(* It is not allowed to change or remove this text from any *)
(* source file of the project. *)
(* *)
(* Warranty : There is no warranty, neither in correctness of the *)
(* implementation, nor anything other that could happen *)
(* or go wrong, use at your own risk. *)
(* *)
(* Known Issues: none *)
(* *)
(* History : 0.01 - Initial version *)
(* *)
(******************************************************************************)
Unit Unit1;
{$MODE ObjFPC}{$H+}
Interface
Uses
LCLIntf, LCLType, SysUtils, Classes, Graphics, Controls, Forms, Dialogs,
elements, ExtCtrls;
Type
TForm1 = Class(TForm)
ApplicationEvents1: TApplicationProperties;
Timer1: TTimer;
Procedure ApplicationEvents1Idle(Sender: TObject; Var Done: Boolean);
Procedure FormKeyDown(Sender: TObject; Var Key: Word;
Shift: TShiftState);
Procedure FormCreate(Sender: TObject);
Procedure FormClose(Sender: TObject; Var CloseAction: TCloseAction);
Procedure Timer1Timer(Sender: TObject);
private
{ Private-Deklarationen }
public
{ Public-Deklarationen }
End;
Const
Friction = 0; // 0 = keine Reibung , 1 = 00 viel Reibung => Reibung mus in [0..1] sein
Var
Form1: TForm1;
Things: Array Of TBall;
info: Boolean = true;
infoc: Integer = 0;
Hinderniss: Boolean = True;
initialized: Boolean = false;
bm: Tbitmap;
Implementation
{$R *.lfm}
Procedure Render;
Var
i, j: Integer;
Begin
(*
* !! Attention !!
* This demo does not take the time between 2 Render steps into account
* -> This means the simulation is directly dependant to the FrameRate !
* If you plan to use this code in a real application you need to modify this !
*)
// Wenn noch nicht initialisiert ist passiert auch nichts
If Not initialized Then exit;
// Bildschirm löschen
With bm.canvas Do Begin
pen.color := clblack;
brush.style := bssolid;
brush.color := clblack;
Rectangle(0, 0, bm.width, bm.height);
If Hinderniss Then Begin
brush.color := clwhite;
pen.color := clwhite;
Rectangle(form1.ClientWidth Div 2 - 20, form1.Clientheight Div 2 - 20, form1.ClientWidth Div 2 + 20, form1.Clientheight Div 2 + 20);
End;
End;
// Rendern der einzelkugeln in den Tempscreen
For i := 0 To High(Things) Do
Things[i].render(bm.canvas);
// Eine Kleine Info anzeigen
If info Then
With bm.canvas Do Begin
font.color := clwhite;
brush.style := bsclear;
textout(10, 30, 'ESC = exit');
textout(10, 50, '+ = increase speed');
textout(10, 70, '- = decrease speed');
Textout(10, 90, 'Return = toggle barrier');
End;
// Neuzeichnen des Formulars
form1.canvas.Draw(0, 0, bm);
// Bewegen der einzelnen Kugeln
For i := 0 To High(Things) Do Begin
Things[i].Move;
(* Das hier ist neu *)
(* Wir bremsen unserern Speed Vektor einfach ein klein wenig ab und haben dadurch Reibung ;) *)
Things[i].SpeedVektor := Point(Things[i].SpeedVektor.x * (1 - Friction), Things[i].SpeedVektor.y * (1 - Friction));
End;
// Kollision der Kugeln untereinander
For i := 0 To high(Things) Do
For j := i + 1 To high(Things) Do
Things[i].CollideWithOther(Things[j]);
// Collision mit den Wänden.
For i := 0 To High(Things) Do Begin
Things[i].BorderCollision(form1.clientrect);
If Hinderniss Then
Things[i].BorderCollision(Rect(form1.ClientWidth Div 2 - 20, form1.Clientheight Div 2 - 20, form1.ClientWidth Div 2 + 20, form1.Clientheight Div 2 + 20), false);
End;
End;
Procedure TForm1.ApplicationEvents1Idle(Sender: TObject;
Var Done: Boolean);
Begin
render;
done := false;
End;
Procedure TForm1.FormKeyDown(Sender: TObject; Var Key: Word;
Shift: TShiftState);
Var
i: integer;
t: tfpoint;
Begin
If Key = 27 Then Close;
If Key = VK_add Then Begin
For i := 0 To high(Things) Do
If assigned(Things[i]) Then Begin
t := Things[i].SpeedVektor;
t.x := t.x * 2;
t.y := t.y * 2;
Things[i].SpeedVektor := t;
End;
End;
If Key = VK_SUBTRACT Then Begin
For i := 0 To high(Things) Do
If assigned(Things[i]) Then Begin
t := Things[i].SpeedVektor;
t.x := t.x / 2;
t.y := t.y / 2;
Things[i].SpeedVektor := t;
End;
End;
If Key = 13 Then Hinderniss := Not Hinderniss;
End;
Procedure TForm1.FormCreate(Sender: TObject);
Var
i, w, h: Integer;
Begin
caption := 'This Sample was made by Corpsman Support : www.Corpsman.de';
Randomize;
bm := Tbitmap.create;
bm.Width := ClientWidth;
bm.Height := ClientHeight;
bm.PixelFormat := pf24bit;
setlength(Things, 10);
For i := 0 To High(Things) Do Begin
// Things[i] := TBall.create(point(0, 0), point(0, 0), 20, 0);
Things[i] := TBall.create(point(0, 0), point(0, 0), 40 + random(30), 0);
Things[i].CalculateMass;
End;
w := width Div 5;
h := height Div 4;
Things[0].position := Point(w, h * 2);
Things[1].Position := Point(w * 2, h);
Things[2].Position := Point(w * 3, h);
Things[3].Position := Point(w * 4, h);
Things[4].Position := Point(w * 2, h * 2);
Things[5].Position := Point(w * 3, h * 2);
Things[6].Position := Point(w * 4, h * 2);
Things[7].Position := Point(w * 2, h * 3);
Things[8].Position := Point(w * 3, h * 3);
Things[9].Position := Point(w * 4, h * 3);
// Die Richtung für unseren StarBall setzen
Things[0].SpeedVektor := Point(Cos((-45) * Pi / 180) / 4, sin(-45 * Pi / 180) / 4);
Form1.Timer1.enabled := true;
initialized := true;
End;
Procedure TForm1.FormClose(Sender: TObject; Var CloseAction: TCloseAction);
Var
i: Integer;
Begin
initialized := false;
For i := 0 To High(Things) Do
Things[i].free;
bm.free;
End;
Procedure TForm1.Timer1Timer(Sender: TObject);
Begin
inc(infoc);
If infoc > 5 Then Begin
info := false;
timer1.enabled := false;
End;
End;
End.