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(******************************************************************************)
(* *)
(* Author : Uwe Schächterle (Corpsman) *)
(* *)
(* This file is part of FPC_Atomic *)
(* *)
(* 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. *)
(* *)
(******************************************************************************)
Unit uatomic;
{$MODE ObjFPC}{$H+}
{$I globaldefines.inc}
Interface
Uses
Classes, SysUtils, uvectormath, uatomic_common
, Graphics
, uGraphics
, uopengl_animation
, uopengl_graphikengine
;
Type
TGameState = (
gs_MainMenu, // Der Spieler ist im Hauptmenü
gs_Gaming // Das Spiel läuft
);
tAtomicAnimation = (
aaStandStill,
aaWalk,
aaKick, // Kicken
aaPunch, // Weg schlagen (Roter Handschu)
aaPup // Die Pupserkrankheit
);
TAnimation = Record
Ani: TOpenGL_Animation;
OffsetX, OffsetY: integer;
End;
TAnimations = Array Of TAnimation;
{ TAtomic }
TAtomic = Class
private
fDieAnimations: TAnimations;
fLockedInAnimations: TAnimations;
fZenAnimations: TAnimations;
fAnimations: Array[tAtomicAnimation] Of TAnimation;
fShadowTex: TGraphikItem;
public
FlameEnd, FlameCross, FlameMiddle: TOpenGL_Animation;
Bomb: TAnimation;
Bomb_dud: TAnimation;
Bomb_trigger: TAnimation;
Bomb_Wobble: TAnimation;
Constructor Create(); virtual;
Destructor Destroy(); override;
Function GetAnimTimeInMs(Anim: TRenderAnimation; Value: uint16): Integer;
Function InitAsColor(path: String; aTargetColor: TRGB): Boolean;
Procedure Render(Const Info: TAtomicInfo; Edge: Boolean);
End;
TAtomics = Array[0..length(PlayerColors) - 1] Of TAtomic;
Implementation
Uses
math
, dglOpenGL
, IntfGraphics
, fpImage
;
Function LoadColorTabledImage(PNGImage: String; PlayerColor: TRGB): TBitmap;
Var
png: TPortableNetworkGraphic;
bi: TBitmap;
IntfImgi, IntfImgo: TLazIntfImage;
i, j, k: Integer;
ci, co: TFPColor;
m, r, g, b: Integer;
n: integer;
Begin
If Not FileExists(PNGImage) Then Begin
result := Nil;
exit;
End;
png := TPortableNetworkGraphic.Create;
png.LoadFromFile(PNGImage);
bi := TBitmap.create;
bi.Assign(png);
png.free;
IntfImgi := TLazIntfImage.create(0, 0);
IntfImgi.LoadFromBitmap(bi.Handle, Bi.MaskHandle);
intfimgo := TLazIntfImage.create(0, 0);
IntfImgo.LoadFromBitmap(bi.Handle, Bi.MaskHandle);
For i := 0 To bi.width - 1 Do
For j := 0 To bi.height - 1 Do Begin
ci := IntfImgi.Colors[i, j];
r := ci.red Shr 8;
g := ci.green Shr 8;
b := ci.blue Shr 8;
If (g > r) And (g > b) Then Begin
n := (r + b) Div 2;
k := (g - n);
r := n + (k * (PlayerColor.r)) Div 100;
g := n + (k * (PlayerColor.g)) Div 100;
b := n + (k * (PlayerColor.b)) Div 100;
(*
Tritt nur auf wenn die PlayerColor Werte > 100 haben
*)
m := max(r, max(g, b));
If m > 255 Then Begin
r := round(r * 255 / m);
g := round(g * 255 / m);
b := round(b * 255 / m);
End;
r := min(255, r);
g := min(255, g);
b := min(255, b);
co.red := r Shl 8;
co.green := g Shl 8;
co.blue := b Shl 8;
co.Alpha := 255 Shl 8;
IntfImgo.Colors[i, j] := co;
End
Else Begin
IntfImgo.Colors[i, j] := ci;
End;
End;
result := TBitmap.create;
result.LoadFromIntfImage(intfimgo);
IntfImgi.free;
IntfImgo.free;
bi.free;
End;
{ TAtomic }
Constructor TAtomic.Create;
Begin
Inherited Create();
End;
Destructor TAtomic.Destroy;
Var
ta: tAtomicAnimation;
i: integer;
Begin
For i := 0 To high(fZenAnimations) Do Begin
fZenAnimations[i].ani.Free;
End;
For i := 0 To high(fLockedInAnimations) Do Begin
fLockedInAnimations[i].ani.Free;
End;
For i := 0 To high(fDieAnimations) Do Begin
fDieAnimations[i].ani.Free;
End;
For ta In tAtomicAnimation Do Begin
fAnimations[ta].ani.free;
End;
Bomb.ani.free;
Bomb_dud.ani.free;
Bomb_trigger.ani.free;
Bomb_Wobble.ani.free;
FlameCross.free;
FlameMiddle.free;
FlameEnd.free;
End;
Function TAtomic.GetAnimTimeInMs(Anim: TRenderAnimation; Value: uint16
): Integer;
Var
Ani: TOpenGL_Animation;
Begin
result := 0;
ani := Nil;
Case Anim Of
raStandStill: ani := Nil;
raWalk: ani := Nil;
raKick: ani := fAnimations[aaKick].ani;
raPunch: ani := fAnimations[aaPunch].ani;
raPup: ani := fAnimations[aaPup].ani;
raDie: Begin
//ani := fDieAnimations[Value Mod length(fDieAnimations)].Ani;
// Die Todesanimation ist ein Sonderfall, die darf nicht ablaufen, da nach der Animation der Atomic nicht mehr gerendert werden darf !
result := AtomicDieTimeout * 2;
End;
raZen: ani := fZenAnimations[Value Mod length(fZenAnimations)].Ani;
raLockedIn: ani := fLockedInAnimations[Value Mod length(fLockedInAnimations)].Ani;
Else Begin
Raise exception.Create('Error, missing implementation: TAtomic.GetAnimTimeInMs');
End;
End;
If assigned(ani) Then Begin
result := ani.Sprite[0].FrameCount * ani.Sprite[0].TimePerFrame;
End;
End;
(*
* Zumindest auf dem Windows Rechner ist das Langsammer als es durch den RAM zu schleifen ...
*)
{.$DEFINE useCaching}
Function TAtomic.InitAsColor(path: String; aTargetColor: TRGB): Boolean;
Function CreateAnimation(Filename: String; AngleOffset: Single; TimePerFrame, w, h, fpr, fpc, c: integer; Const RangeData: Array Of Integer): TOpenGL_Animation;
Var
B: TBitmap;
s: TAniSprite;
i: Integer;
fn: String;
Begin
result := Nil;
If Not FileExists(Filename) Then exit;
fn := ExtractFileName(Filename) + ColorToString(RGBToColor(aTargetColor));
(*
* Alle Farbtabellen laden wir gepuffert, das ist beim 1. mal zwar langsamer, aber ab dann deutlisch schneller ;)
*)
{$IFDEF useCaching}
fn := IncludeTrailingPathDelimiter(GetAppConfigDir(false)) + fn;
If FileExists(fn) Then Begin
b := TBitmap.Create;
b.LoadFromFile(fn);
End
Else Begin
{$ENDIF}
b := LoadColorTabledImage(Filename, aTargetColor);
{$IFDEF useCaching}
If assigned(b) Then Begin
If Not ForceDirectories(GetAppConfigDir(false)) Then exit;
b.SaveToFile(fn);
End
Else Begin
exit;
End;
End;
{$ENDIF}
result := TOpenGL_Animation.Create;
result.AngleOffset := AngleOffset;
For i := 0 To high(RangeData) Do Begin
If i <> 0 Then result.AddRange(true); // Die Animation wird bereits mit einem Range erzeugt, also darf der 1. nicht generiert werden ;)
s := Result.Sprite[i];
If i = 0 Then Begin
s.Bitmap := b;
s.Derived := false;
End
Else Begin
s.Bitmap := Nil;
s.Derived := true;
End;
s.AlphaImage := true;
s.AlphaMask := Nil;
s.TimePerFrame := TimePerFrame;
s.rect := rect(0, 0, b.Width, b.Height);
s.Name := fn;
s.Width := w;
s.Height := h;
s.FramesPerRow := fpr;
s.FramesPerCol := fpc;
s.FrameOffset := RangeData[i];
s.FrameCount := c;
Result.Sprite[i] := s;
End;
// Die OpenGL Daten dürfen erst erstellt werden, wenn alle Daten gültig drin sind
For i := 0 To high(RangeData) Do Begin
Result.CreateOpenGLData(i);
End;
//b.free; -- Wird vom Sprite gemacht !
End;
Function LoadDir(Dir: String; Var Animations: TAnimations): Boolean;
Var
sl: TStringList;
w, h, tpf, fpc, fpr, i, c, rox, roy: integer;
sa: TStringArray;
Begin
result := true;
sl := TStringList.Create;
sl.LoadFromFile(dir + 'files.txt');
For i := 0 To sl.Count - 1 Do Begin
If trim(sl[i]) = '' Then Continue;
If pos('#', trim(sl[i])) = 1 Then Continue;
sa := sl[i].Split(';');
If length(sa) <> 9 Then exit(false);
If Not FileExists(dir + sa[0]) Then exit(false);
tpf := strtointdef(sa[1], -1);
If tpf = -1 Then exit(false);
fpr := strtointdef(sa[2], -1);
If fpr = -1 Then exit(false);
fpc := strtointdef(sa[3], -1);
If fpc = -1 Then exit(false);
w := StrToIntDef(sa[4], -1);
If w = -1 Then exit(false);
h := StrToIntDef(sa[5], -1);
If h = -1 Then exit(false);
c := strtointdef(sa[6], -1);
If c = -1 Then exit(false);
rox := strtointdef(sa[7], 0);
roy := strtointdef(sa[8], 0);
setlength(Animations, high(Animations) + 2);
Animations[high(Animations)].Ani := CreateAnimation(dir + sa[0], 0, tpf, w, h, fpr, fpc, c, [0]);
Animations[high(Animations)].OffsetX := rox;
Animations[high(Animations)].Offsety := roy;
{$IFDEF Only1Directory}
// Immer nur den ersten Eintrag laden, der Rest wird eingespart ;
break;
{$ENDIF}
End;
sl.free;
If Length(Animations) = 0 Then result := false;
End;
Begin
result := false;
(*
* Laden aller Texturen die ein Einzelner Spieler so haben kann
*)
fShadowTex := OpenGL_GraphikEngine.LoadAlphaGraphikItem(path + 'shadow.png', smClamp);
fAnimations[aaWalk].Ani := CreateAnimation(path + 'walk.png', 45, 50, 110, 110, 15, 4, 15, [0, 15, 45, 30]);
fAnimations[aaWalk].OffsetX := 55;
fAnimations[aaWalk].OffsetY := 90;
If Not assigned(fAnimations[aaWalk].Ani) Then exit;
fAnimations[aaStandStill].ani := CreateAnimation(path + 'stand.png', 45, 100, 110, 110, 2, 2, 1, [0, 1, 3, 2]);
fAnimations[aaStandStill].OffsetX := 55;
fAnimations[aaStandStill].OffsetY := 90;
If Not assigned(fAnimations[aaStandStill].ani) Then exit;
fAnimations[aaKick].ani := CreateAnimation(path + 'kick.png', 45, 50, 50, 69, 10, 4, 10, [10, 0, 30, 20]);
fAnimations[aaKick].OffsetX := 25;
fAnimations[aaKick].OffsetY := 60;
If Not assigned(fAnimations[aaKick].ani) Then exit;
fAnimations[aaPunch].ani := CreateAnimation(path + 'punbomb.png', 45, 50, 110, 110, 10, 4, 10, [30, 10, 20, 0]);
fAnimations[aaPunch].OffsetX := 55;
fAnimations[aaPunch].OffsetY := 90;
If Not assigned(fAnimations[aaPunch].ani) Then exit;
fAnimations[aaPup].ani := CreateAnimation(path + 'pupbomb.png', 45, 50, 110, 110, 11, 4, 11, [11, 33, 0, 22]);
fAnimations[aaPup].OffsetX := 55;
fAnimations[aaPup].OffsetY := 90;
If Not assigned(fAnimations[aaPup].ani) Then exit;
Bomb.ani := CreateAnimation(path + 'bomb.png', 0, 50, 40, 37, 5, 4, 18, [0]);
Bomb.OffsetX := -20;
Bomb.OffsetY := -37 Div 2;
If Not assigned(Bomb.ani) Then exit;
Bomb_dud.ani := CreateAnimation(path + 'bomb_dud.png', 0, 750, 40, 40, 1, 2, 2, [0]);
Bomb_dud.OffsetX := -20;
Bomb_dud.OffsetY := -20;
If Not assigned(Bomb_dud.ani) Then exit;
Bomb_trigger.ani := CreateAnimation(path + 'bomb_trigger.png', 0, 50, 40, 40, 5, 4, 18, [0]);
Bomb_trigger.OffsetX := -20;
Bomb_trigger.OffsetY := -20;
If Not assigned(Bomb_trigger.ani) Then exit;
Bomb_Wobble.ani := CreateAnimation(path + 'bomb_wobble.png', 0, 75, 40, 37, 4, 3, 12, [0]);
Bomb_Wobble.OffsetX := -20;
Bomb_Wobble.OffsetY := -37 Div 2;
If Not assigned(Bomb_Wobble.ani) Then exit;
FlameCross := CreateAnimation(path + 'flame.png', 0, 50, 41, 37, 5, 9, 5, [0]);
If Not assigned(FlameCross) Then exit;
FlameMiddle := CreateAnimation(path + 'flame.png', 45, 50, 41, 37, 5, 9, 5, [40, 25, 35, 30]);
If Not assigned(FlameMiddle) Then exit;
FlameEnd := CreateAnimation(path + 'flame.png', 45, 50, 41, 37, 5, 9, 5, [20, 5, 10, 15]);
If Not assigned(FlameEnd) Then exit;
If Not LoadDir(Path + 'idle' + PathDelim, fZenAnimations) Then exit;
If Not LoadDir(Path + 'locked_in' + PathDelim, fLockedInAnimations) Then exit;
If Not LoadDir(Path + 'die' + PathDelim, fDieAnimations) Then exit;
result := true;
End;
Procedure TAtomic.Render(Const Info: TAtomicInfo; Edge: Boolean);
Const // TODO: Redundant zu uatomic_field !
xOff = 20;
yOff = 66;
Var
fAnimation: TAnimation;
Begin
glColor4f(1, 1, 1, 1);
glPushMatrix;
glAlphaFunc(GL_LESS, 0.5);
glEnable(GL_ALPHA_TEST);
// Anfahren der Spielerposition
glTranslatef(info.Position.x * FieldBlockWidth + xOff, (info.Position.y + 0.25) * FieldBlockHeight + yOff, atomic_Layer);
glPushMatrix;
// Die Notwendige Animation
If Info.Dieing Then Begin
// Das hier Triggert hoffentlich nur bei der ersten Steigenden Flanke
fAnimation := fDieAnimations[Info.Value Mod length(fDieAnimations)];
(*
* Wenn die Animation abgelaufen ist -> Abschalten und warten bis das Spiel beendet ist.
*)
If info.Counter >= fAnimation.Ani.Sprite[0].TimePerFrame * fAnimation.Ani.Sprite[0].FrameCount Then Begin
fAnimation.Ani := Nil;
End;
End
Else Begin
// Der Schatten
RenderAlphaQuad(-fShadowTex.OrigHeight / 2, -fShadowTex.OrigWidth / 2, fShadowTex);
// anhand der Info die Passende Animation wählen !
Case Info.Animation Of
raStandStill: fAnimation := fAnimations[aaStandStill];
raWalk: fAnimation := fAnimations[aaWalk];
raKick: fAnimation := fAnimations[aaKick];
raPunch: fAnimation := fAnimations[aaPunch];
raPup: fAnimation := fAnimations[aaPup];
raDie: fAnimation := fDieAnimations[Info.Value Mod length(fDieAnimations)]; // Eigentlich müsste es diesen Fall gar nicht geben da info.Dieing ja gesetzt ist dabei ..
raZen: fAnimation := fZenAnimations[Info.Value Mod length(fZenAnimations)];
raLockedIn: fAnimation := fLockedInAnimations[Info.Value Mod length(fLockedInAnimations)];
End;
End;
If assigned(fAnimation.Ani) Then Begin
If Edge And (info.Animation <> raWalk) Then Begin
fAnimation.Ani.ResetAnimation();
End;
glTranslatef(-fAnimation.OffsetX, -fAnimation.OffsetY, atomic_EPSILON);
fAnimation.ani.Render(Info.Direction);
End;
glPopMatrix;
gldisable(GL_ALPHA_TEST);
glPopMatrix;
(*
* Zum Debuggen ein Punkt exakt da wo finfo.Position ist !
* )
glPushMatrix;
glDisable(GL_DEPTH_TEST);
glTranslatef(finfo.Position.x * FieldBlockWidth + xOff, finfo.Position.y * FieldBlockHeight + yOff, atomic_Layer);
glPointSize(3);
glBegin(GL_POINTS);
glColor3f(1, 0, 0);
glVertex2f(0, 0);
glend();
glPointSize(1);
glEnable(GL_DEPTH_TEST);
glPopMatrix;
// Ende Debuggen *)
End;
End.