I don't know how to word the title correctly but I was wondering if there is any way for me to be able to clear a single space from the console instead of clearing the entire thing just to re-write it again? for example, say I was to draw out a 3 by 3 square with the numbers counting from 1-9 all the way down, is there a way for me to change the final 9 without clearing all the prior numbers. when I clear the entire console it creates a flicker effect which is very annoying. if you want to see an example of this in code here is the thing I plan to use it on:
program randomPath;
uses crt, sysutils;
type StrMultiArray = array of array of String;
var
finishedBoard : StrMultiArray;
size, i, j : integer;
regenerate : boolean;
function generateMap(size : integer) : StrMultiArray;
var
posx, posy, choice, counter : integer;
ongoing : boolean;
board : StrMultiArray;
begin
setLength(board, size, size);
for i := 0 to (size-1) do
begin
for j := 0 to (size-1) do
begin
board[i,j] := '#';
end;
end;
posx := (size div 2);
posy := (size div 2);
board[posx,posy] := ' ';
ongoing := true;
counter := 0;
while ongoing = true do
begin
choice := random(2);
if (choice = 0) then
begin
choice := random(2);
if (choice = 0) then
begin
if (posx > 0) then
begin
posx := posx - 1;
end;
end
else
begin
if (posx < size-1) then
begin
posx := posx + 1;
end;
end;
end
else
begin
choice := random(2);
if (choice = 0) then
begin
if (posy > 0) then
begin
posy := posy - 1;
end;
end
else
begin
if (posy < size-1) then
begin
posy := posy + 1;
end;
end;
end;
counter := counter + 1;
board[posx,posy] := ' ';
if counter = (size * 12) then
begin
ongoing := false;
end;
end;
generateMap := board;
end;
procedure printBoard(board : StrMultiArray; size : integer);
begin
textColor(Cyan);
write('+');
for i := 0 to (size-1) do
begin
write('-');
end;
writeLn('+');
for i := 0 to (size-1) do
begin
textColor(Cyan);
write('|');
textColor(White);
for j := 0 to (size-1) do
begin
if (board[i,j] = '#') then
begin
textBackground(White);
end;
if (board[i,j] = '#') then
begin
textBackground(Red);
end;
//write(board[i,j]);
write(' ');
textBackground(Black);
end;
textColor(Cyan);
writeLn('|');
end;
textColor(Cyan);
write('+');
for i := 0 to (size-1) do
begin
write('-');
end;
writeLn('+');
textColor(White);
end;
procedure movePlayer(board : StrMultiArray; size : integer);
var
ongoing : boolean;
posx, posy, prevx, prevy : integer;
input : char;
begin
ongoing := true;
posx := (size div 2);
posy := (size div 2);
while (ongoing = true) do
begin
board[posx,posy] := '#';
prevx := posx;
prevy := posy;
printBoard(board, size);
input := readKey();
clrScr();
case input of
'w' :
if (posx > 0) then
begin
if (board[posx-1,posy] = ' ') then
posx := posx - 1;
end;
'a' :
if (posy > 0) then
begin
if (board[posx,posy-1] = ' ') then
posy := posy - 1;
end;
's' :
if (posx < (size-1)) then
begin
if (board[posx+1,posy] = ' ') then
posx := posx + 1;
end;
'd' :
if (posy < (size-1)) then
begin
if (board[posx,posy+1] = ' ') then
posy := posy + 1;
end;
'x' :
begin
regenerate := false;
ongoing := false;
end;
else
ongoing := false;
end;
board[prevx,prevy] := ' ';
end;
end;
begin
size := 10;
regenerate := true;
randomize;
while (regenerate = true) do
begin
finishedBoard := generateMap(size);
movePlayer(finishedBoard, size);
end;
end.
I found a useful function in Pascal that allow you to select a position in the console to move the "cursor" to from which point you can write in that location. the function is called GoToXY(). documentation can be found here: https://www.freepascal.org/docs-html/rtl/crt/gotoxy.html.
Related
My code is doing strange thing when MoveMessage procedure takes max values(ScreenWidth and ScreenHeight). So the "Hello, world" string moves to the right down corner and doing strange thing, but the max and min values are set correctly.
Can someone tell me where is my mistake.
program HelloCrt;
uses crt;
const
Message = 'Hello, world!';
procedure GetKey(var code: integer);
var
c: char;
begin
c := Readkey;
if c = #0 then
begin
c := Readkey;
code := -ord(c);
end
else
code := ord(c);
end;
procedure ShowMessage(x, y: integer; msg: string);
begin
GotoXY(x, y);
write(msg);
GotoXY(1, 1);
end;
procedure HideMessage(x, y: integer; msg: string);
var
len, i: integer;
begin
len := Length(msg);
GotoXY(x, y);
for i := 1 to len do
write(' ');
GotoXY(1, 1);
end;
procedure MoveMessage(var x, y: integer; msg: string; dx, dy: integer);
begin
HideMessage(x, y, msg);
x := x + dx;
y := y + dy;
if x > (ScreenWidth - length(msg)) then
x := (ScreenWidth - length(msg) + 1);
if x < 1 then
x := 1;
if y > ScreenHeight then
y := ScreenHeight;
if y < 1 then
y := 1;
ShowMessage(x, y, msg);
end;
var
CurX, CurY: integer;
c: integer;
begin
clrscr;
CurX := (ScreenWidth - length(Message)) div 2;
CurY := ScreenHeight div 2;
ShowMessage(CurX, CurY, Message);
while true do
begin
Getkey(c);
if c > 0 then
break;
case c of
-75:
MoveMessage(CurX, CurY, Message, -1, 0);
-77:
MoveMessage(CurX, CurY, Message, 1, 0);
-72:
MoveMessage(CurX, CurY, Message, 0, -1);
-80:
MoveMessage(CurX, CurY, Message, 0, 1);
end
end;
clrscr;
end.
I've written 2 functions to convert a float number into/from binary, but the result is incorrect. Please help me to find its bug. (I found some FAQ for this topic, but they was written for C/C++)
function MyFloatToBin(d: double): String;
var
d_ptr: ^Int64;
d_str: string;
i: Integer;
ch: char;
begin
d_ptr:= #d;
d_str:= '';
for i:= 0 to 63 do begin
if (d_ptr^ and (1 shl i)) > 0 then
ch:= '1'
else
ch:= '0';
d_str:= d_str + ch;
end;
Result:= 'F' + d_str;
end;
function MyBinToFloat: Double;
var
d_str: String;
i64: Int64;
d_ptr: ^double;
i, len: Integer;
begin
d_str:= pop;
len:= length(d_str);
if (pos('F', d_str) <> 1)and(len <> 65) then begin
push(d_str);
exit;
end;
i64:= 0;
for i:= 2 to len do
if d_str[i] = '1' then
i64:= i64 or (1 shl (i - 2));
d_ptr:= #i64;
Result:= d_ptr^;
end;
Using
temp: string;
f: double;
temp:= MyFloatToBin(pi);//pi = 3.14....
f:= MyBinToFloat(temp);//result at f is 0
I wonder the variable f should be 3.14... but..???
Please help me correct them.
Thanks
Your problem is essentially the mask computation. You do 1 shl I which gives a 32 bit value. You must do UInt64(1) shl I to get a 64 bit value.
Here is your code fixed:
function MyFloatToBinString(d: double): String;
var
VP : ^UInt64;
I : Integer;
begin
VP := #d;
Result := 'F';
for I := 63 downto 0 do begin
if (VP^ and (UInt64(1) shl I)) <> 0 then
Result := Result + '1'
else
Result := Result + '0';
end;
end;
function MyBinStringToFlat(S : String) : Double;
var
V : UInt64;
I : Integer;
J : Integer;
begin
if (Length(S) <> 65) or ((S[1] <> 'F') and (S[1] <> 'f')) then
raise Exception.Create('Invalid format');
V := 0;
for I := 65 downto 2 do begin
case S[I] of
'1': V := V or (UInt64(1) shl (65 - I));
'0': { Nothing to do };
else
raise Exception.Create('Invalid format');
end;
end;
Result := PDouble(#V)^;
end;
And if you want to test:
procedure TForm1.Button1Click(Sender: TObject);
var
V1 : Double;
V2 : Double;
S : String;
begin
V1 := 3.1416;
Memo1.Lines.Add(IntToHex(PUInt64(#V1)^));
S := MyFloatToBinString(V1);
Memo1.Lines.Add(S);
V2 := MyBinStringToFlat(S);
Memo1.Lines.Add(V2.ToString);
end;
Imagine - there's a house with 80 flats. It has 4 floors and 5 blocks. Each block has 4 flats.
User is asked to input flat number and Pascal program is supposed to calculate and output flat number. This must be calculated using some kind of formula. The only tip I have is that I have to use div and mod operations.
This is how the house looks like -
So far, I've created program, that loops through all 80 flats and after each 16 flats increases block value and after each 4 blocks increases stair.
This is my code:
program project1;
var
i, floors, blocks, flats, flat, block, floor, blockCounter, floorCounter : integer;
begin
floors := 4;
blocks := 5;
flats := 80;
while true do
begin
write('Flat number: ');
read(flat);
block := 1;
floor := 1;
blockCounter := 0;
floorCounter := 0;
for i := 1 to 80 do
begin
blockCounter := blockCounter + 1;
floorCounter := floorCounter + 1;
if (floorCounter = 4) then
begin
floorCounter := 0;
floor := floor + 1;
end;
if (blockCounter > 16) then
begin
block := block + 1;
blockCounter := 0;
floorCounter := 0;
floor := 1;
end;
if (i = flat) then
begin
writeln('Flat nr. ', flat, ' is in ', floor, '. floor and in ', block, '. block!');
end;
end;
end;
end.
Is there anyone who can help me with this?
I've finally solved my problem myself.
I finally undersood how div works, so I was able to solve this.
program Maja;
var dzivoklis, kapnutelpa, stavs : integer;
begin
while true do
begin
write('Ievadi dzivokla numuru: ');
read(dzivoklis);
kapnutelpa := ((dzivoklis - 1) div 16) + 1;
stavs := (((dzivoklis - 1) mod 16) div 4) + 1;
writeln('Kapnutelpa: ', kapnutelpa);
writeln('Stavs: ', stavs);
writeln();
end;
end.
My application needs a lot of PNGs and I often mess up my code while trying to work with them. To make my life easier I made one big PNG image in Realword Paint and pasted all those small PNG images on to it. Now I have one file instead. Now all I need is to copy one PNG on to other with transparency (btw don't ask why), because I need to work with each image induvidually. I am bad programmer when it comes to working with images. I am using Delphi 7.
PGNImage.Resize
procedure TPngObject.Resize(const CX, CY: Integer);
function Min(const A, B: Integer): Integer;
begin
if A < B then Result := A else Result := B;
end;
var
Header: TChunkIHDR;
Line, NewBytesPerRow: Integer;
NewHandle: HBitmap;
NewDC: HDC;
NewImageData: Pointer;
NewImageAlpha: Pointer;
NewImageExtra: Pointer;
begin
if (CX > 0) and (CY > 0) then
begin
{Gets some actual information}
Header := Self.Header;
{Creates the new image}
NewDC := CreateCompatibleDC(Header.ImageDC);
Header.BitmapInfo.bmiHeader.biWidth := cx;
Header.BitmapInfo.bmiHeader.biHeight := cy;
NewHandle := CreateDIBSection(NewDC, pBitmapInfo(#Header.BitmapInfo)^,
DIB_RGB_COLORS, NewImageData, 0, 0);
SelectObject(NewDC, NewHandle);
{$IFDEF UseDelphi}Canvas.Handle := NewDC;{$ENDIF}
NewBytesPerRow := (((Header.BitmapInfo.bmiHeader.biBitCount * cx) + 31)
and not 31) div 8;
{Copies the image data}
for Line := 0 to Min(CY - 1, Height - 1) do
CopyMemory(Ptr(Longint(NewImageData) + (Longint(CY) - 1) *
NewBytesPerRow - (Line * NewBytesPerRow)), Scanline[Line],
Min(NewBytesPerRow, Header.BytesPerRow));
{Build array for alpha information, if necessary}
if (Header.ColorType = COLOR_RGBALPHA) or
(Header.ColorType = COLOR_GRAYSCALEALPHA) then
begin
GetMem(NewImageAlpha, CX * CY);
Fillchar(NewImageAlpha^, CX * CY, 255);
for Line := 0 to Min(CY - 1, Height - 1) do
CopyMemory(Ptr(Longint(NewImageAlpha) + (Line * CX)),
AlphaScanline[Line], Min(CX, Width));
FreeMem(Header.ImageAlpha);
Header.ImageAlpha := NewImageAlpha;
end;
{$IFDEF Store16bits}
if (Header.BitDepth = 16) then
begin
GetMem(NewImageExtra, CX * CY);
Fillchar(NewImageExtra^, CX * CY, 0);
for Line := 0 to Min(CY - 1, Height - 1) do
CopyMemory(Ptr(Longint(NewImageExtra) + (Line * CX)),
ExtraScanline[Line], Min(CX, Width));
FreeMem(Header.ExtraImageData);
Header.ExtraImageData := NewImageExtra;
end;
{$ENDIF}
{Deletes the old image}
DeleteObject(Header.ImageHandle);
DeleteDC(Header.ImageDC);
{Prepares the header to get the new image}
Header.BytesPerRow := NewBytesPerRow;
Header.IHDRData.Width := CX;
Header.IHDRData.Height := CY;
Header.ImageData := NewImageData;
{Replaces with the new image}
Header.ImageHandle := NewHandle;
Header.ImageDC := NewDC;
end
else
{The new size provided is invalid}
RaiseError(EPNGInvalidNewSize, EInvalidNewSize)
end;
SmoothResize by Gustavo Daud
procedure SmoothResize(apng:tpngobject; NuWidth,NuHeight:integer);
var
xscale, yscale : Single;
sfrom_y, sfrom_x : Single;
ifrom_y, ifrom_x : Integer;
to_y, to_x : Integer;
weight_x, weight_y : array[0..1] of Single;
weight : Single;
new_red, new_green : Integer;
new_blue, new_alpha : Integer;
new_colortype : Integer;
total_red, total_green : Single;
total_blue, total_alpha: Single;
IsAlpha : Boolean;
ix, iy : Integer;
bTmp : TPNGObject;
sli, slo : pRGBLine;
ali, alo: pbytearray;
begin
if not (apng.Header.ColorType in [COLOR_RGBALPHA, COLOR_RGB]) then
raise Exception.Create('Only COLOR_RGBALPHA and COLOR_RGB formats' +
' are supported');
IsAlpha := apng.Header.ColorType in [COLOR_RGBALPHA];
if IsAlpha then new_colortype := COLOR_RGBALPHA else
new_colortype := COLOR_RGB;
bTmp := Tpngobject.CreateBlank(new_colortype, 8, NuWidth, NuHeight);
xscale := bTmp.Width / (apng.Width-1);
yscale := bTmp.Height / (apng.Height-1);
for to_y := 0 to bTmp.Height-1 do begin
sfrom_y := to_y / yscale;
ifrom_y := Trunc(sfrom_y);
weight_y[1] := sfrom_y - ifrom_y;
weight_y[0] := 1 - weight_y[1];
for to_x := 0 to bTmp.Width-1 do begin
sfrom_x := to_x / xscale;
ifrom_x := Trunc(sfrom_x);
weight_x[1] := sfrom_x - ifrom_x;
weight_x[0] := 1 - weight_x[1];
total_red := 0.0;
total_green := 0.0;
total_blue := 0.0;
total_alpha := 0.0;
for ix := 0 to 1 do begin
for iy := 0 to 1 do begin
sli := apng.Scanline[ifrom_y + iy];
if IsAlpha then ali := apng.AlphaScanline[ifrom_y + iy];
new_red := sli[ifrom_x + ix].rgbtRed;
new_green := sli[ifrom_x + ix].rgbtGreen;
new_blue := sli[ifrom_x + ix].rgbtBlue;
if IsAlpha then new_alpha := ali[ifrom_x + ix];
weight := weight_x[ix] * weight_y[iy];
total_red := total_red + new_red * weight;
total_green := total_green + new_green * weight;
total_blue := total_blue + new_blue * weight;
if IsAlpha then total_alpha := total_alpha + new_alpha * weight;
end;
end;
slo := bTmp.ScanLine[to_y];
if IsAlpha then alo := bTmp.AlphaScanLine[to_y];
slo[to_x].rgbtRed := Round(total_red);
slo[to_x].rgbtGreen := Round(total_green);
slo[to_x].rgbtBlue := Round(total_blue);
if isAlpha then alo[to_x] := Round(total_alpha);
end;
end;
apng.Assign(bTmp);
bTmp.Free;
end;
Thanks a lot, Have a nice day!
Here is another version (It works very fast):
procedure CropPNG(Source: TPNGObject; Left, Top, Width, Height: Integer;
out Target: TPNGObject);
var
IsAlpha: Boolean;
Line: Integer;
begin
if (Source.Width < (Left + Width)) or (Source.Height < (Top + Height)) then
raise Exception.Create('Invalid position/size');
Target := TPNGObject.CreateBlank(Source.Header.ColorType,
Source.Header.BitDepth, Width, Height);
IsAlpha := Source.Header.ColorType in [COLOR_GRAYSCALEALPHA, COLOR_RGBALPHA];
for Line := 0 to Target.Height - 1 do
begin
if IsAlpha then
CopyMemory(Target.AlphaScanline[Line],
Ptr(LongInt(Source.AlphaScanline[Line + Top]) + LongInt(Left)),
Target.Width);
CopyMemory(Target.Scanline[Line],
Ptr(LongInt(Source.Scanline[Line + Top]) + LongInt(Left * 3)),
Target.Width * 3);
end;
end;
Note: The above code is compatible with the newer pngimage Version 1.56+ (which supports the CreateBlank constructor)
Here is one sample code modified from a 'SlicePNG' ("This function slices a large PNG file (e.g. an image with all images for a toolbar) into smaller, equally-sized pictures") procedure found elsewhere:
procedure CropPNG(Source: TPNGObject; Left, Top, Width, Height: Integer;
out Target: TPNGObject);
function ColorToTriple(Color: TColor): TRGBTriple;
begin
Color := ColorToRGB(Color);
Result.rgbtBlue := Color shr 16 and $FF;
Result.rgbtGreen := Color shr 8 and $FF;
Result.rgbtRed := Color and $FF;
end;
var
X, Y: Integer;
Bitmap: TBitmap;
BitmapLine: PRGBLine;
AlphaLineA, AlphaLineB: pngimage.PByteArray;
begin
if (Source.Width < (Left + Width)) or (Source.Height < (Top + Height)) then
raise Exception.Create('Invalid position/size');
Bitmap := TBitmap.Create;
try
Bitmap.Width := Width;
Bitmap.Height := Height;
Bitmap.PixelFormat := pf24bit;
for Y := 0 to Bitmap.Height - 1 do begin
BitmapLine := Bitmap.Scanline[Y];
for X := 0 to Bitmap.Width - 1 do
BitmapLine^[X] := ColorToTriple(Source.Pixels[Left + X, Top + Y]);
end;
Target := TPNGObject.Create;
Target.Assign(Bitmap);
finally
Bitmap.Free;
end;
if Source.Header.ColorType in [COLOR_GRAYSCALEALPHA, COLOR_RGBALPHA] then begin
Target.CreateAlpha;
for Y := 0 to Target.Height - 1 do begin
AlphaLineA := Source.AlphaScanline[Top + Y];
AlphaLineB := Target.AlphaScanline[Y];
for X := 0 to Target.Width - 1 do
AlphaLineB^[X] := AlphaLineA^[X + Left];
end;
end;
end;
Sample call:
var
Png: TPNGObject;
CroppedPNG: TPNGobject;
begin
PNG := TPNGObject.Create;
PNG.LoadFromFile('..\test.png');
CropPNG(PNG, 30, 10, 60, 50, CroppedPNG);
CroppedPNG.SaveToFile('..\croptest.png');
I've tried writing code to just load a png using libpng. It's pretty horrible to work with.
Try using imlib2 to take care of translating PNG files. it has a Delphi binding, apparently.
If if you get really stuck you could use Inage Magick's separate executable to do the image cropping.
OK, I just installed a Tortoise git in my PC. And I'm quiet amuse about the water effect from its about page.
try to move your mouse cursor on the turtle picture from tortoise GIT - About
its more like we are playing out finger on a water.
Does anyone know how to do make that kind of water effect in Delphi ?
See Leonel Togniolli's "Water Effects" at efg's lab.
The ripple effect is based on 2D Water Effects in December 1999 Game Developer Magazine Article
.
The algorithm is described in here 2D Water, as mentioned by François and as a reference in the source code.
Leonel's implementation is partly based on the gamedev article the-water-effect-explained by Roy Willemse. Here is also pascal code.
There is one more Delphi example at efg's called "Ripple Project", a screen shot is shown below.
Please do the following :
01. Create a Delphi Unit named "WaterEffect.pas" and paste the following codes:
unit WaterEffect;
interface
uses
Winapi.Windows, System.SysUtils, Vcl.Graphics, Math;
const
DampingConstant = 15;
type
PIntArray = ^TIntArray;
TIntArray = array[0..16777215] of Integer;
PPIntArray = ^TPIntArray;
TPIntArray = array[0..16777215] of PIntArray;
PRGBArray = ^TRGBArray;
TRGBArray = array[0..16777215] of TRGBTriple;
PPRGBArray = ^TPRGBArray;
TPRGBArray = array[0..16777215] of PRGBArray;
TWaterDamping = 1..99;
TWaterEffect = class(TObject)
private
{ Private declarations }
FrameWidth: Integer;
FrameHeight: Integer;
FrameBuffer01: Pointer;
FrameBuffer02: Pointer;
FrameLightModifier: Integer;
FrameScanLine01: PPIntArray;
FrameScanLine02: PPIntArray;
FrameScanLineScreen: PPRGBArray;
FrameDamping: TWaterDamping;
procedure SetDamping(Value: TWaterDamping);
protected
{ Protected declarations }
procedure CalculateWater;
procedure DrawWater(ALightModifier: Integer; Screen, Distance: TBitmap);
public
{ Public declarations }
constructor Create;
destructor Destroy; override;
procedure ClearWater;
procedure SetSize(EffectBackgroundWidth, EffectBackgroundHeight: Integer);
procedure Render(Screen, Distance: TBitmap);
procedure Bubble(X, Y: Integer; BubbleRadius, EffectBackgroundHeight: Integer);
property Damping: TWaterDamping read FrameDamping write SetDamping;
end;
implementation
{ TWaterEffect }
const
RandomConstant = $7FFF;
procedure TWaterEffect.Bubble(X, Y: Integer; BubbleRadius, EffectBackgroundHeight: Integer);
var
Rquad: Integer;
CX, CY, CYQ: Integer;
Left, Top, Right, Bottom: Integer;
begin
if (X < 0) or (X > FrameWidth - 1) then X := 1 + BubbleRadius + Random(RandomConstant) mod (FrameWidth - 2 * BubbleRadius - 1);
if (Y < 0) or (Y > FrameHeight - 1) then Y := 1 + BubbleRadius + Random(RandomConstant) mod (FrameHeight - 2 * BubbleRadius - 1);
Left := -Min(X, BubbleRadius);
Right := Min(FrameWidth - 1 - X, BubbleRadius);
Top := -Min(Y, BubbleRadius);
Bottom := Min(FrameHeight - 1 - Y, BubbleRadius);
Rquad := BubbleRadius * BubbleRadius;
for CY := Top to Bottom do
begin
CYQ := CY * CY;
for CX := Left to Right do
begin
if (CX * CX + CYQ <= Rquad) then
begin
Inc(FrameScanLine01[CY + Y][CX + X], EffectBackgroundHeight);
end;
end;
end;
end;
procedure TWaterEffect.CalculateWater;
var
X, Y, XL, XR: Integer;
NewH: Integer;
P1, P2, P3, P4: PIntArray;
PT: Pointer;
Rate: Integer;
begin
Rate := (100 - FrameDamping) * 256 div 100;
for Y := 0 to FrameHeight - 1 do
begin
P1 := FrameScanLine02[Y];
P2 := FrameScanLine01[Max(Y - 1, 0)];
P3 := FrameScanLine01[Y];
P4 := FrameScanLine01[Min(Y + 1, FrameHeight - 1)];
for X := 0 to FrameWidth - 1 do
begin
XL := Max(X - 1, 0);
XR := Min(X + 1, FrameWidth - 1);
NewH := (P2[XL] + P2[X] + P2[XR] + P3[XL] + P3[XR] + P4[XL] + P4[X] +
P4[XR]) div 4 - P1[X];
P1[X] := NewH * Rate div 256;
end;
end;
PT := FrameBuffer01;
FrameBuffer01 := FrameBuffer02;
FrameBuffer02 := PT;
PT := FrameScanLine01;
FrameScanLine01 := FrameScanLine02;
FrameScanLine02 := PT;
end;
procedure TWaterEffect.ClearWater;
begin
if FrameBuffer01 <> nil then ZeroMemory(FrameBuffer01, (FrameWidth * FrameHeight) * SizeOf(Integer));
if FrameBuffer02 <> nil then ZeroMemory(FrameBuffer02, (FrameWidth * FrameHeight) * SizeOf(Integer));
end;
constructor TWaterEffect.Create;
begin
inherited;
FrameLightModifier := 10;
FrameDamping := DampingConstant;
end;
destructor TWaterEffect.Destroy;
begin
if FrameBuffer01 <> nil then FreeMem(FrameBuffer01);
if FrameBuffer02 <> nil then FreeMem(FrameBuffer02);
if FrameScanLine01 <> nil then FreeMem(FrameScanLine01);
if FrameScanLine02 <> nil then FreeMem(FrameScanLine02);
if FrameScanLineScreen <> nil then FreeMem(FrameScanLineScreen);
inherited;
end;
procedure TWaterEffect.DrawWater(ALightModifier: Integer; Screen, Distance:
TBitmap);
var
DX, DY: Integer;
I, C, X, Y: Integer;
P1, P2, P3: PIntArray;
PScreen, PDistance: PRGBArray;
PScreenDot, PDistanceDot: PRGBTriple;
BytesPerLine1, BytesPerLine2: Integer;
begin
Screen.PixelFormat := pf24bit;
Distance.PixelFormat := pf24bit;
FrameScanLineScreen[0] := Screen.ScanLine[0];
BytesPerLine1 := Integer(Screen.ScanLine[1]) - Integer(FrameScanLineScreen[0]);
for I := 1 to FrameHeight - 1 do FrameScanLineScreen[i] := PRGBArray(Integer(FrameScanLineScreen[i - 1]) + BytesPerLine1);
begin
PDistance := Distance.ScanLine[0];
BytesPerLine2 := Integer(Distance.ScanLine[1]) - Integer(PDistance);
for Y := 0 to FrameHeight - 1 do
begin
PScreen := FrameScanLineScreen[Y];
P1 := FrameScanLine01[Max(Y - 1, 0)];
P2 := FrameScanLine01[Y];
P3 := FrameScanLine01[Min(Y + 1, FrameHeight - 1)];
for X := 0 to FrameWidth - 1 do
begin
DX := P2[Max(X - 1, 0)] - P2[Min(X + 1, FrameWidth - 1)];
DY := P1[X] - P3[X];
if (X + DX >= 0) and (X + DX < FrameWidth) and (Y + DY >= 0) and (Y + DY < FrameHeight) then
begin
PScreenDot := #FrameScanLineScreen[Y + DY][X + DX];
PDistanceDot := #PDistance[X];
C := PScreenDot.rgbtBlue - DX;
if C < 0 then PDistanceDot.rgbtBlue := 0 else if C > 255 then PDistanceDot.rgbtBlue := 255 else
begin
PDistanceDot.rgbtBlue := C;
C := PScreenDot.rgbtGreen - DX;
end;
if C < 0 then PDistanceDot.rgbtGreen := 0 else if C > 255 then PDistanceDot.rgbtGreen := 255 else
begin
PDistanceDot.rgbtGreen := C;
C := PScreenDot.rgbtRed - DX;
end;
if C < 0 then PDistanceDot.rgbtRed := 0 else if C > 255 then PDistanceDot.rgbtRed := 255 else
begin
PDistanceDot.rgbtRed := C;
end;
end
else
begin
PDistance[X] := PScreen[X];
end;
end;
PDistance := PRGBArray(Integer(PDistance) + BytesPerLine2);
end;
end;
end;
procedure TWaterEffect.Render(Screen, Distance: TBitmap);
begin
CalculateWater;
DrawWater(FrameLightModifier, Screen, Distance);
end;
procedure TWaterEffect.SetDamping(Value: TWaterDamping);
begin
if (Value >= Low(TWaterDamping)) and (Value <= High(TWaterDamping)) then FrameDamping := Value;
end;
procedure TWaterEffect.SetSize(EffectBackgroundWidth, EffectBackgroundHeight: Integer);
var
I: Integer;
begin
if (EffectBackgroundWidth <= 0) or (EffectBackgroundHeight <= 0) then
begin
EffectBackgroundWidth := 0;
EffectBackgroundHeight := 0;
end;
FrameWidth := EffectBackgroundWidth;
FrameHeight := EffectBackgroundHeight;
ReallocMem(FrameBuffer01, FrameWidth * FrameHeight * SizeOf(Integer));
ReallocMem(FrameBuffer02, FrameWidth * FrameHeight * SizeOf(Integer));
ReallocMem(FrameScanLine01, FrameHeight * SizeOf(PIntArray));
ReallocMem(FrameScanLine02, FrameHeight * SizeOf(PIntArray));
ReallocMem(FrameScanLineScreen, FrameHeight * SizeOf(PRGBArray));
ClearWater;
if FrameHeight > 0 then
begin
FrameScanLine01[0] := FrameBuffer01;
FrameScanLine02[0] := FrameBuffer02;
for I := 1 to FrameHeight - 1 do
begin
FrameScanLine01[I] := #FrameScanLine01[I - 1][FrameWidth];
FrameScanLine02[I] := #FrameScanLine02[I - 1][FrameWidth];
end;
end;
end;
end.
In "uses" add "WaterEffect".
Add a "Timer" with "Enable" property and "Interval=25".
In "Private Declaration" add "Water: TWaterEffect;" and "FrameBackground: TBitmap;".
Define "var X:Integer;"
Define the following
procedure TMainForm.FormCreate(Sender: TObject);
begin
Timer01.Enabled := true;
FrameBackground := TBitmap.Create;
FrameBackground.Assign(Image01.Picture.Graphic);
Image01.Picture.Graphic := nil;
Image01.Picture.Bitmap.Height := FrameBackground.Height;
Image01.Picture.Bitmap.Width := FrameBackground.Width;
Water := TWaterEffect.Create;
Water.SetSize(FrameBackground.Width,FrameBackground.Height);
X:=Image01.Height;
end;
procedure TMainForm.FormDestroy(Sender: TObject);
begin
FrameBackground.Free;
Water.Free;
end;
procedure TMainForm.Image01MouseDown(Sender: TObject; Button: TMouseButton;
Shift: TShiftState; X, Y: Integer);
begin
Water.Bubble(X,Y,1,100);
end;
procedure TMainForm.Image01MouseMove(Sender: TObject; Shift: TShiftState; X,
Y: Integer);
begin
Water.Bubble(X,Y,1,100);
end;
procedure TMainForm.Timer01Timer(Sender: TObject);
begin
if Random(8)= 1 then
Water.Bubble(-1,-1,Random(1)+1,Random(500)+50);
Water.Render(FrameBackground,Image01.Picture.Bitmap);
with Image01.Canvas do
begin
Brush.Style:=bsClear;
font.size:=12;
Font.Style:=[];
Font.Name := 'Comic Sans MS';
font.color:=$e4e4e4;
Textout(190, 30, DateTimeToStr(Now));
end;
end;
Now Compile. I think you will get the required effect.
That effect is generated by applying certain numerical transformations to the image. They're defined in the CWaterEffect class, which you can inspect for yourself in the WaterEffect.cpp source file.