How to Draw a polygon - delphi

I'm making a program that will draw a Serpenksiy's Triangle on a Decart and Polar coordinate system. I thought that using Polygon() will be perfect for that, but for some reason it does not draw a triangle, it draws a line. I do not understand why, and I can't come up with an answer.
Here is the code:
unit Unit2;
interface
uses
Winapi.Windows, Winapi.Messages, System.SysUtils, System.Variants, System.Classes, Vcl.Graphics,
Vcl.Controls, Vcl.Forms, Vcl.Dialogs, Vcl.ExtCtrls;
type
TGraphForm = class(TForm)
img1: TImage;
procedure FormActivate(Sender: TObject);
private
{ Private declarations }
public
{ Public declarations }
end;
var
GraphForm: TGraphForm;
implementation
uses
Unit1;
{$R *.dfm}
procedure TGraphForm.FormActivate(Sender: TObject);
var
Ax, Ay, Bx, By, Cx, Cy: integer;
x0, y0 :integer;
begin
//взятие параметров Defining Points of Triangle
Ax := StrToInt(MainForm.EditAx.Text);
Ay := StrToInt(MainForm.EditAy.Text);
Bx := StrToInt(MainForm.EditBx.Text);
By := StrToInt(MainForm.EditBx.Text);
Cx := StrToInt(MainForm.EditCx.Text);
Cy := StrToInt(MainForm.EditCx.Text);
//0 функции Center of system (0;0)
x0 := img1.Width div 2;
y0 := img1.Height div 2;
//Оси Drawing Axis
with img1.Canvas do
begin
MoveTo(x0,0);
LineTo(x0, ClientHeight);
MoveTo(0, y0);
LineTo(ClientWidth, y0);
end;
//график
//главный треугольник
with img1.Canvas do
begin
Polygon ([Point(-Ax+x0,-Ay+y0), Point(-Bx+x0,-By+y0), Point(-Cx+x0,-Cy+y0)]);
end;
end;
end.

From the comments on the OP's answer, it is clear that the OP doesn't fully understand the concepts involved. To help the OP, I'd like to answer him/her in the comments thread, but due to technical limitations (comment length, formatting, etc.), I am unable to.
Therefore I write this "pseudoanswer" for the benefit of the OP. When the OP has read this answer, I may delete it.
Create a new VCL application. Then add the following OnPaint handler:
procedure TForm1.FormPaint(Sender: TObject);
begin
// Clear background
Canvas.Brush.Color := clWhite;
Canvas.FillRect(ClientRect);
// Draw a circle
Canvas.Brush.Color := clNavy;
var P := ClientRect.CenterPoint;
Canvas.Ellipse(P.X - 20, P.Y - 20, P.X + 20, P.Y + 20);
end;
The OnPaint handler is called every time the form needs to redraw itself.
Please note that I first clear the background; otherwise we'll end up with more and more circles as the form is repainted.
Now, we also want to redraw the form every time it is resized. To this end, add a OnResize handler:
procedure TForm1.FormResize(Sender: TObject);
begin
Invalidate;
end;
To further illustrate the principle, let's animate the ball so it bounces in a simulated field of gravity. To this end, add private instance variables to the form:
private
x, y, // position
vx, vy, // velocity
ax, ay: Double; // acceleration
and in the OnCreate handler, give them initial values:
procedure TForm1.FormCreate(Sender: TObject);
begin
x := ClientWidth / 2;
y := ClientHeight / 2;
vx := 1000;
vy := 1000;
ax := 0;
ay := 6000;
end;
Then add a TTimer to the form, set its Interval to 30 and give it the following OnTimer event handler:
procedure TForm1.Timer1Timer(Sender: TObject);
begin
const dt = 0.01;
vx := vx + ax * dt;
vy := vy + ay * dt;
x := x + vx * dt;
y := y + vy * dt;
if x < 0 then
begin
vx := -0.9*vx;
x := 1;
end;
if x > ClientWidth then
begin
vx := -0.9*vx;
x := ClientWidth - 1;
end;
if y < 0 then
begin
vy := -0.9*vy;
y := 1;
end;
if y > ClientHeight then
begin
vy := -0.9*vy;
y := ClientHeight - 1;
end;
Invalidate;
end;
and change the OnPaint handler to
procedure TForm1.FormPaint(Sender: TObject);
begin
// Clear background
Canvas.Brush.Color := clWhite;
Canvas.FillRect(ClientRect);
// Draw a circle
Canvas.Brush.Color := clNavy;
var CentrePoint := Point(Round(x), Round(y));
const R = 10;
Canvas.Ellipse(CentrePoint.X - R, CentrePoint.Y - R, CentrePoint.X + R, CentrePoint.Y + R);
end;
You may notice some flickering. To get rid of this, the standard trick is to add a
procedure WMEraseBkgnd(var Message: TWMEraseBkgnd); message WM_ERASEBKGND;
message handler to your form class:
procedure TForm1.WMEraseBkgnd(var Message: TWMEraseBkgnd);
begin
Message.Result := 1;
end;
For extra fun, add the following OnClick handler:
procedure TForm1.FormClick(Sender: TObject);
begin
vx := 5000 * (Random + 0.5);
vy := 5000 * (Random + 0.5);
end;

So, with help from Remy Lebeau (the great man) i fixed the problem. Actually, i have no clue how, but now it works. Here is the changed code:
unit Unit2;
interface
uses
Winapi.Windows, Winapi.Messages, System.SysUtils, System.Variants, System.Classes, Vcl.Graphics,
Vcl.Controls, Vcl.Forms, Vcl.Dialogs, Vcl.ExtCtrls, System.Types;
type
TGraphForm = class(TForm)
img: TImage;
procedure FormActivate(Sender: TObject);
private
{ Private declarations }
public
{ Public declarations }
end;
var
GraphForm: TGraphForm;
implementation
uses
Unit1;
{$R *.dfm}
procedure TGraphForm.FormActivate(Sender: TObject);
var
// переменные Variables
Ax, Ay, Bx, By, Cx, Cy: integer;
x0, y0 :integer;
scale :integer;
begin
// координаты вершин Points of triangle
Ax := StrToInt(MainForm.EditAx.Text)*-1;
Ay := StrToInt(MainForm.EditAy.Text)*-1;
Bx := StrToInt(MainForm.EditBx.Text)*-1;
By := StrToInt(MainForm.EditBy.Text)*-1;
Cx := StrToInt(MainForm.EditCx.Text)*-1;
Cy := StrToInt(MainForm.EditCy.Text)*-1;
// точка пересечения осей Where is the zero
x0 := img.Width div 2;
y0 := img.Height div 2;
// множитель масштабирования scale multiplier
scale :=-40;
with img.Canvas do
begin
//рисование осей drawing Axises
MoveTo(x0, 0);
LineTo(x0, img.Height);
MoveTo(0, y0);
LineTo(img.Width, y0);
//Making poligon (triangle)
Brush.Color := clBlack;
Polygon( [Point(Ax*scale+x0, Ay*-scale+y0), Point(Bx*scale+x0, By*-scale+y0), Point(Cx*scale+x0, Cy*-scale+y0)] );
end;
end;
end.

Related

how to move two bitmap-image on a canvas

I am writing an animation program under Delphi 7 consisting of moving two discs on a canvas (I choose a PaintBox) with a bounce effect on the edges.
it's woks fine if I load the pictures one by one: In this case, when the two disks that arrive from time to time are superimposed, no background rectangle appears with even a rather pleasant transparency effect.
But if I try to generalize the operation with many more discs by introducing for example a Record.
The movements are ok BUT in this case, when the discs cross, a background
rectangle appears in the upper image which spoils everything!
I even tried to write the code with an Object with :
TSphere = class (TObject)
but nothing to do, the phenomenon remains ..
Do you have any idea how to remove this display defect?
and i have another question, i would like to fill the disks with textures.
the full code :
unit Unit1;
interface
uses
Windows, Messages, SysUtils, Classes, Graphics, Controls, Forms,
Dialogs, ExtCtrls, StdCtrls, ComCtrls;
type
TSphere = record
W, H: integer;
vx, vy: Extended;
x, y: integer;
xx, yy: extended;
ROld, RNew: TRect;
Bitm: TBitmap;
end;
type
TForm1 = class(TForm)
PaintBox1: TPaintBox;
Button1: TButton;
Timer1: TTimer;
Label1: TLabel;
Edit1: TEdit;
Label2: TLabel;
TrackBar1: TTrackBar;
procedure FormCreate(Sender: TObject);
procedure FormDestroy(Sender: TObject);
procedure FormPaint(Sender: TObject);
procedure Button1Click(Sender: TObject);
procedure Timer1Timer(Sender: TObject);
procedure TrackBar1Change(Sender: TObject);
end;
var
Form1: TForm1;
fin: boolean;
BmpBkg: Tbitmap;
BmpMoving: TBitmap;
Spheres: array of TSphere;
const
nb = 2;
ImageWidth = 32;
implementation
{$R *.DFM}
procedure PictureStorage;
var
i: integer;
begin
SetLength(Spheres, nb);
for i := 0 to (nb - 1) do
begin
with Spheres[i] do
begin
Bitm := TBitmap.Create;
case i of
0: Bitm.loadFromFile('Sphere1.bmp');
1: Bitm.loadFromFile('Sphere2.bmp');
end;
end;
end;
end;
procedure TForm1.FormCreate(Sender: TObject);
var
i: integer;
begin
DoubleBuffered := true;
randomize;
Fin := false;
BmpBkg := TBitmap.Create;
BmpMoving := TBitmap.Create;
BmpBkg .Canvas.Brush.Color := ClBtnFace;
BmpBkg .Canvas.FillRect(Rect(0, 0, PaintBox1.height,
PaintBox1.width));
BmpBkg .Width := PaintBox1.Width;
BmpBkg .Height := PaintBox1.Height;
BmpMoving .Assign(BmpBkg );
PictureStorage;
for i := 0 to (nb - 1) do
begin
with Spheres[i] do
begin
W := Bitm.Width;
H := Bitm.Height;
Bitm.Transparent := True;
Bitm.TransParentColor := Bitm.canvas.pixels[1, 1];
xx := random(400) + 1;
yy := random(200) + 1;
x := trunc(xx);
y := trunc(yy);
vx := random(3) + 1;
vy := random(4) + 1;
RNew := bounds(x, y, W, H);
ROld := RNew;
end;
end;
Timer1.interval := 1;
Timer1.enabled := true;
end;
procedure TForm1.FormDestroy(Sender: TObject);
var
i: integer;
begin
Fin := true;
BmpBkg.free;
BmpMoving.free;
for i := 0 to (nb - 1) do
Spheres[i].Bitm.Free;
end;
procedure TForm1.FormPaint(Sender: TObject);
begin
PaintBox1.Canvas.Draw(0, 0, BmpMoving);
end;
procedure TForm1.Button1Click(Sender: TObject);
begin
close;
end;
procedure TForm1.Timer1Timer(Sender: TObject);
var
n, i: integer;
Runion: Trect;
begin
for n := 1 to trackbar1.position do
begin
if fin then exit;
for i := 0 to (nb - 1) do
begin
with Spheres[i] do
begin
BmpMoving.Canvas.CopyRect(ROld, bmpBkg.canvas, ROld);
if (x < -ImageWidth) or (x > bmpBkg.width - W + ImageWidth)
then
vx := -vx;
if (y < 0) or (y > bmpBkg.height - H) then
vy := -vy;
xx := xx + vx;
yy := yy + vy;
x := trunc(xx);
y := trunc(yy);
RNew := bounds(x, y, W, H);
BmpMoving.Canvas.Draw(x, y, Bitm);
UnionRect(RUnion, ROld, RNew);
PaintBox1.Canvas.CopyRect(RUnion, BmpMoving.Canvas,
RUnion);
ROld := RNew;
end;
end;
end;
end;
procedure TForm1.TrackBar1Change(Sender: TObject);
begin
Edit1.text := inttostr(trackbar1.position);
if trackbar1.position = 1 then
label2.visible := true
else
label2.visible := false;
end;
end.
this program is just the start of another more important
thanks
Your code is almost OK.
As far as I can see your problem is caused by not completely restoring the background before you draw the bitmaps at their new locations. You need to restore the old rects of all spheres before you draw the new ones. Also you need to collect the complete union of all new and old rects before you update to screen.
As a matter of taste, I would avoid the global variables and make them fields of the form. If you also make PictureStorage a method of the form, everything works.
The timer interval of 1 seems a bit of an overkill. I would set it to 1000 div 120 (120 FPS).
I would set doublebuffered to false, as you are already doing your own doublebuffering. Also I would move the form's OnPaint to the paintbox's OnPaint, but that doesn't seem to work for you.
Here is the replacement of the OnTimer event which should work (I checked an analogue with Delphi 2006, I don't have Delphi7 installed anymore and I don't know what the n means).
procedure TForm1.Timer1Timer(Sender: TObject);
var
n, i: integer;
Runion: TRect;
begin
//I don't know what the n-loop is for, in my test I left it out
for n := 1 to TrackBar1.position do
begin
//prevent reentry?
if fin then
exit;
// Restore the background completely
for i := 0 to (nb - 1) do
with Spheres[i] do
begin
BmpMoving.Canvas.CopyRect(ROld, BmpBkg.Canvas, ROld);
// Collect the old rects into the update-rect
if i = 0 then
Runion := ROld
else
UnionRect(Runion, Runion, ROld);
end;
for i := 0 to (nb - 1) do
with Spheres[i] do
begin
if (x < -ImageWidth) or (x > BmpBkg.width - W + ImageWidth) then
vx := -vx;
if (y < 0) or (y > BmpBkg.height - H) then
vy := -vy;
xx := xx + vx;
yy := yy + vy;
x := trunc(xx);
y := trunc(yy);
RNew := bounds(x, y, W, H);
BmpMoving.Canvas.Draw(x, y, Bitm);
// Add RNew to RUnion
UnionRect(Runion, Runion, RNew);
// No painting yet, update the screen as few times as possible
ROld := RNew;
end;
//Now update the screen
//This is the reliable way for sherlock to update the screen:
OffsetRect(RUnion, Paintbox1.left, Paintbox1.top);
//RUnion in form's coordinates
InvalidateRect(Handle, #RUnion, false);
//The following works for me just as well:
(**************
PaintBox1.Canvas.CopyRect(Runion, BmpMoving.Canvas, Runion);
***************)
end;
end;
This code can be commented out.
Tt does not affect the program :
// Collect the old rects into the update-rect
{ if i = 0 then
Runion := ROld
else
UnionRect(Runion, Runion, ROld); }

Delphi OpenGL resize

I've a question about using OpenGL from Delphi.
My intention is to draw a grid of n rows and n columns in a form. i want the cells in the grid to be square like this image:
This is the code I use to create this grid:
unit Main;
interface
uses
Winapi.Windows, Winapi.Messages, Winapi.OpenGL, System.SysUtils,
System.Variants, System.Classes, Vcl.Graphics, Vcl.Controls, Vcl.Forms,
Vcl.Dialogs, Vcl.Menus;
type
TfrmMain = class(TForm)
PopupMenu: TPopupMenu;
mnuDrawGrid: TMenuItem;
procedure FormCreate(Sender: TObject);
procedure mnuDrawGridClick(Sender: TObject);
procedure FormDestroy(Sender: TObject);
procedure FormResize(Sender: TObject);
private
glDC: HDC;
oldW: Integer;
oldH: Integer;
glContext: HGLRC;
errorCode: GLenum;
openGLReady: Boolean;
procedure DisegnaLinea(const aX1, aY1, aX2, aY2: Double; aSpessore,
aOffSet: Integer);
procedure DisegnaTabellone(const aNumRighe, aNumColonne: SmallInt);
public
{ Public declarations }
end;
var
frmMain: TfrmMain;
implementation
{$R *.dfm}
{ Gestione form -------------------------------------------------------------- }
// OpenGL initialization
procedure TfrmMain.FormCreate(Sender: TObject);
var
pfd: TPixelFormatDescriptor;
formatIndex: Integer;
begin
FillChar(pfd, SizeOf(pfd), 0);
with pfd do
begin
nSize := SizeOf(pfd);
nVersion := 1;
dwFlags := PFD_DRAW_TO_WINDOW or PFD_SUPPORT_OPENGL;
iPixelType := PFD_TYPE_RGBA;
cColorBits := 24;
cDepthBits := 32;
iLayerType := PFD_MAIN_PLANE;
end;
glDC := GetDC(Handle);
formatIndex := ChoosePixelFormat(glDC, #pfd);
if formatIndex = 0 then
raise Exception.Create('Choose pixel format failed ' + IntToStr(GetLastError));
if not SetPixelFormat(glDC, formatIndex, #pfd) then
raise Exception.Create('Set pixel forma failed ' + IntToStr(GetLastError));
glContext := wglCreateContext(glDC);
if not glContext = 0 then
raise Exception.Create('Create context failed ' + IntToStr(GetLastError));
if not wglMakeCurrent(glDC, glContext) then
raise Exception.Create('Make current failsed ' + IntToStr(GetLastError));
glMatrixMode(GL_PROJECTION);
glLoadIdentity;
glOrtho(0.0, ClientWidth, 0.0, ClientHeight, 0.0, 1.0);
oldW := ClientWidth;
oldH := ClientHeight;
openGLReady := True;
end;
// OpenGL destruction
procedure TfrmMain.FormDestroy(Sender: TObject);
begin
wglMakeCurrent(Canvas.Handle, 0);
wglDeleteContext(glContext);
end;
// Form resize
procedure TfrmMain.FormResize(Sender: TObject);
begin
if not openGLReady then
exit;
glViewport(0, 0, ClientWidth, ClientHeight);
errorCode := glGetError;
if errorCode <> GL_NO_ERROR then
raise Exception.Create('Form resize: ' + gluErrorString(errorCode));
if (ClientWidth <> oldW) and (ClientHeight <> oldH) then
DisegnaTabellone(10, 10);
oldW := ClientWidth;
oldH := ClientHeight;
end;
{ Gestione menu -------------------------------------------------------------- }
// Menu option grid drawing
procedure TfrmMain.mnuDrawGridClick(Sender: TObject);
begin
DisegnaTabellone(10, 10);
end;
{ OpenGL --------------------------------------------------------------------- }
// Draw a line at aX1, aY1 to aX2, aY2 coordinates
procedure TfrmMain.DisegnaLinea(const aX1, aY1, aX2, aY2: Double; aSpessore,
aOffSet: Integer);
begin
glEnable(GL_LINE_SMOOTH);
glLineWidth(aSpessore);
glBegin(GL_LINES);
glVertex2f(aX1, aY1);
glVertex2f(aX2, aY2);
glEnd;
end;
// Grid design
procedure TfrmMain.DisegnaTabellone(const aNumRighe, aNumColonne: SmallInt);
const
vOffSet = 20;
var
idx: SmallInt;
pX: Double;
pY: Double;
incX: Double;
incY: Double;
hPos: Double;
hWidth: Double;
widthArea: Integer;
heightArea: Integer;
aspectRatio: Double;
begin
glClearColor(1.0, 1.0, 1.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(0.0, 0.0, 0.0);
widthArea := ClientWidth;
heightArea := ClientHeight;
aspectRatio := widthArea / heightArea;
pY := vOffSet / 2;
incY := (heightArea - vOffSet) / aNumRighe;
pX := (widthArea - aNumColonne * incY) / 2;
hPos := pX;
hWidth := hPos + aNumColonne * incY;
incX := incY;
// Draw vertical lines
for idx := 0 to aNumColonne do begin
DisegnaLinea(pX, vOffSet / 2, pX, heightArea - vOffSet / 2, 3, 0);
pX := pX + incX;
end;
// Draw horizontal lines
for idx := 0 to aNumRighe do begin
DisegnaLinea(hPos, pY, hWidth, pY, 3, 0);
pY := pY + incY;
end;
glFlush;
end;
end.
I initialize the pixel format description in the FormCreate event and Ive created a routine called by a popup menu in order to draw the grid. In this routine I make same calculation because I want the grid cells to be square as I said. So I take the height of the form (ClientHeight) and I divide it for the number of rows I need: in this case 10 plus i'ce a little offset in order to have a margin on the top and bottom of the form. Then I calculate the width of the grid for a perfet square. It works well but the problem come when I resize the form.
My intension is to draw a new grid smaller or larger according to the form dimensions, but this is only my intention because the grid does'nt mantein the correct aspet ratio and is drawn in a bad manner as ou can see in the following picure:
I can't understand where is the error in my code. I'm nwe at OpenGL so can someone help me?
Eros
Although you set the new glViewport() on resize, you still use the old orthographic projection matrix which is no more relevant.
So, all you need is an additional glOrtho() before setting a new viewport.
OpenGL immediate mode (glBegin(), glEnd(), glVertex(), etc.) had been obsolete for nearly twenty years; you really shouldn`t be using it in 2017.

How create a screenshot of a particular area?

I have code that receives a specific area already defined before on server side and creates a hole on Form in client side. Instead of this, i want to get a screen capture of this same area but without appears my Form in final result, like a normal desktop capture, but in this case will be only captured, this small area.
So, how i can adapt this my code below for this?
procedure TForm1.CS1Read(Sender: TObject; Socket: TCustomWinSocket);
var
X1, X2, Y1, Y2: Integer;
List: TStrings;
FormRegion, HoleRegion: HRGN;
StrCommand: String;
begin
StrCommand := Socket.ReceiveText;
if Pos('§', StrCommand) > 0 then
begin
List := TStringList.Create;
try
FormRegion := CreateRectRgn(0, 0, Form12.Width, Form12.Height);
ExtractStrings(['§'], [], PChar(StrCommand), List);
X1 := StrToIntDef(List[0], 0) - Form12.Left - 2;
Y1 := StrToIntDef(List[1], 0) - Form12.Top - 2;
X2 := StrToIntDef(List[2], 0) - Form12.Left - 2;
Y2 := StrToIntDef(List[3], 0) - Form12.Top - 2;
HoleRegion := CreateRectRgn(X1, Y1, X2, Y2);
CombineRgn(FormRegion, FormRegion, HoleRegion, RGN_DIFF);
SetWindowRgn(Form12.Handle, FormRegion, True);
finally
List.Free;
end;
end;
end;
I don't have all of your extraneous information, but I can show you how to capture the contents of a region into a bitmap. You'll need to adjust the coordinates appropriately to suit your needs, of course. You may want to see GetRgnBox to see how to get the total region's bounding rectangle after you've combined them. My example doesn't do so, because I have a single region.
The example requires two TButtons and a TImage on a form. I've sized the form and located the three components in code, so that it's not necessary to include a DFM. You will need to drop the components on a form and connect the event handlers, however. :-)
Clicking Button1 will create a rectangular region on the form, fill it with a grid type pattern of red lines and a bit of text, just to define where the region is located. Clicking the second button will draw a copy of that region's content on a bitmap and assign that bitmap to the image control.
unit Unit1;
interface
uses
Winapi.Windows, Winapi.Messages, System.SysUtils, System.Variants, System.Classes, Vcl.Graphics,
Vcl.Controls, Vcl.Forms, Vcl.Dialogs, Vcl.StdCtrls, Vcl.ExtCtrls;
type
TForm1 = class(TForm)
Button1: TButton;
Button2: TButton;
Image1: TImage;
procedure Button1Click(Sender: TObject);
procedure FormCreate(Sender: TObject);
procedure Button2Click(Sender: TObject);
private
{ Private declarations }
// Region coords
R: TRect;
public
{ Public declarations }
end;
var
Form1: TForm1;
implementation
{$R *.dfm}
// Create the region (hole)
procedure TForm1.Button1Click(Sender: TObject);
var
Region: HRGN;
begin
Canvas.TextOut(R.Left + 60, R.Top + 60, 'Test text');
Canvas.Brush.Style := bsCross;
Canvas.Brush.Color := clRed;
Region := CreateRectRgn(R.Left, R.Top, R.Right, R.Bottom);
{
Note: Normally you'd want to check the result of the above API call
and only proceed if it's not NULL (0). You'd also want to use a
try..finally to make sure that the region was deleted properly.
Omitted here because
a) This code was tested to work properly, and
b) It's a demo app for doing something with the region and
nothing else. If the call to create the region fails, the
app is useless, and you'll close it anyway, which means
the region will be automatically destroyed.
}
FillRgn(Canvas.Handle, Region, Canvas.Brush.Handle);
DeleteObject(Region);
Button2.Enabled := True;
end;
// Capture the region (hole) and display in the TImage.
procedure TForm1.Button2Click(Sender: TObject);
var
Bmp: TBitmap;
begin
Bmp := TBitmap.Create;
try
Bmp.SetSize(R.Right - R.Left, r.Bottom - R.Top);
Bmp.Canvas.CopyRect(Rect(0, 0, Bmp.Width, Bmp.Height), Canvas, R);
Image1.Picture.Assign(Bmp);
finally
Bmp.Free;
end;
end;
// Set up the coordinates for the region (hole) in the form
procedure TForm1.FormCreate(Sender: TObject);
begin
R := Rect(10, 40, 175, 175);
// Size the image we'll use later to fit the rectangle. We set
// the position below.
Image1.Width := R.Right - R.Left;
Image1.Height := R.Bottom - R.Top;
Self.Height := 375;
Self.Width := 350;
Button1.Left := 238;
Button1.Top := 16;
Button2.Left := 238;
Button2.Top := 48;
Image1.Left := 160;
Image1.Top := 190;
// Disable the second button until the first has been clicked
Button2.Enabled := False;
end;
end.

Delphi, How to make a shape stop moving

I am trying to make a shape move towards onother using 2 shapes and 2 timer, but i really can't seem. I was thinking:
At the beggining, I will make shape 1 calculate the distance of shape 2 and then move towards it, this is what i have done, i have also added comments to help you understand the code, because it is a little bit confusing:
procedure TForm1.Timer1Timer(Sender: TObject);
begin
timer1.Interval:=100; //set interval=200
//begin
if shape1.Left=shape2.Left then
begin
shape1.Left:=shape1.left //If shape's 1 coordinates = shape's 2 then
end else //shape1.left:=stop moving else do
begin //find if shape 2 is right or left from shape 1
if shape1.left>shape2.Left then
begin
shape1.Left:=shape1.Left-5;
end else shape1.Left:=shape1.Left+5;
//Moving to shape2.left until shape1.left:=shape2.left
end;
end;
procedure TForm1.Timer2Timer(Sender: TObject);
begin
timer2.Interval:=100; //the same method as timer1
if shape1.top=shape2.top then
begin
shape1.top:=shape1.top
end else
begin
if shape1.top>shape2.top then
begin
shape1.top:=shape1.top-5;
end else shape1.top:=shape1.top+5;
end;
end;
end.
What shape1 does now is to move toward shape 2, but it doesn't stop moving, i mean it sticks to shape 2, but it is still moving upside-down, but not left-right from shape 2. I checked timer's 2 code and there is nothing wrong.
Try the following code (assign OnCreate and OnPaint of the form and set the timer to 30 millisecond intervals):
unit Unit5;
interface
uses
Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms,
Dialogs, ExtCtrls;
type
TVector = record
X, Y: real;
end;
TForm5 = class(TForm)
Timer1: TTimer;
procedure FormPaint(Sender: TObject);
procedure FormCreate(Sender: TObject);
procedure Timer1Timer(Sender: TObject);
private
{ Private declarations }
FPosA, FPosB: TVector;
v: TVector;
public
{ Public declarations }
end;
var
Form5: TForm5;
implementation
uses Math;
{$R *.dfm}
const RADIUS = 16;
function RealPoint(X, Y: real): TVector;
begin
result.X := X;
result.Y := Y;
end;
function RoundPoint(P: TVector): TPoint;
begin
result.X := round(P.X);
result.Y := round(P.Y);
end;
procedure TForm5.FormCreate(Sender: TObject);
var
DX, DY: real;
begin
FPosA := RealPoint(32, 32);
FPosB := RealPoint(500, 200);
DX := FPosB.X - FPosA.X;
DY := FPosB.Y - FPosA.Y;
v.X := DX / 100;
v.Y := DY / 100;
end;
function EllipseRectFromPoint(P: TVector): TRect;
var
ScreenPoint: TPoint;
begin
ScreenPoint := RoundPoint(P);
result.Left := ScreenPoint.X - RADIUS;
result.Right := ScreenPoint.X + RADIUS;
result.Top := ScreenPoint.Y - RADIUS;
result.Bottom := ScreenPoint.Y + RADIUS;
end;
procedure TForm5.FormPaint(Sender: TObject);
begin
// Draw ball A
Canvas.Brush.Color := clSkyBlue;
Canvas.Ellipse(EllipseRectFromPoint(FPosA));
// Draw ball B
Canvas.Brush.Color := clMoneyGreen;
Canvas.Ellipse(EllipseRectFromPoint(FPosB));
end;
procedure TForm5.Timer1Timer(Sender: TObject);
begin
FPosA.X := FPosA.X + V.X;
FPosA.Y := FPosA.Y + V.Y;
Invalidate;
if Hypot(FPosA.X - FPosB.X, FPosA.Y - FPosB.Y) < 0.1 then
begin
Timer1.Enabled := false;
ShowMessage('We''re there!');
end;
end;
end.
Two balls:
unit Unit5;
interface
uses
Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms,
Dialogs, ExtCtrls;
type
TVector = record
X, Y: real;
end;
TForm5 = class(TForm)
Timer1: TTimer;
procedure FormPaint(Sender: TObject);
procedure FormCreate(Sender: TObject);
procedure Timer1Timer(Sender: TObject);
private
{ Private declarations }
AreWeThereYetA, AreWeThereYetB: boolean;
FPosA, FPosB, FPosC: TVector;
vA, vB: TVector;
public
{ Public declarations }
end;
var
Form5: TForm5;
implementation
uses Math;
{$R *.dfm}
const RADIUS = 16;
function RealPoint(X, Y: real): TVector;
begin
result.X := X;
result.Y := Y;
end;
function RoundPoint(P: TVector): TPoint;
begin
result.X := round(P.X);
result.Y := round(P.Y);
end;
procedure TForm5.FormCreate(Sender: TObject);
var
DX, DY: real;
begin
FPosA := RealPoint(32, 32);
FPosB := RealPoint(132, 32);
FPosC := RealPoint(500, 200);
DX := FPosC.X - FPosA.X;
DY := FPosC.Y - FPosA.Y;
vA.X := DX / 100;
vA.Y := DY / 100;
DX := FPosC.X - FPosB.X;
DY := FPosC.Y - FPosB.Y;
vB.X := DX / 200;
vB.Y := DY / 200;
end;
function EllipseRectFromPoint(P: TVector): TRect;
var
ScreenPoint: TPoint;
begin
ScreenPoint := RoundPoint(P);
result.Left := ScreenPoint.X - RADIUS;
result.Right := ScreenPoint.X + RADIUS;
result.Top := ScreenPoint.Y - RADIUS;
result.Bottom := ScreenPoint.Y + RADIUS;
end;
procedure TForm5.FormPaint(Sender: TObject);
begin
// Draw ball A
Canvas.Brush.Color := clSkyBlue;
Canvas.Ellipse(EllipseRectFromPoint(FPosA));
// Draw ball B
Canvas.Brush.Color := clMoneyGreen;
Canvas.Ellipse(EllipseRectFromPoint(FPosB));
// Draw ball C
Canvas.Brush.Color := clRed;
Canvas.Ellipse(EllipseRectFromPoint(FPosC));
end;
procedure TForm5.Timer1Timer(Sender: TObject);
begin
if not AreWeThereYetA then
begin
FPosA.X := FPosA.X + VA.X;
FPosA.Y := FPosA.Y + VA.Y;
end;
if not AreWeThereYetB then
begin
FPosB.X := FPosB.X + VB.X;
FPosB.Y := FPosB.Y + VB.Y;
end;
Invalidate;
if Hypot(FPosA.X - FPosC.X, FPosA.Y - FPosC.Y) < 0.1 then
AreWeThereYetA := true;
if Hypot(FPosB.X - FPosC.X, FPosB.Y - FPosC.Y) < 0.1 then
AreWeThereYetB := true;
if AreWeThereYetA and AreWeThereYetB then
begin
Timer1.Enabled := false;
ShowMessage('We are there!');
end;
end;
end.
Using arrays and records, it would be easily to generalise to N balls with custom properties (colours, radii, etc.), even random ones. It would also be very easy to implement bouncing. In addition, a real vector type would be good here.

Delphi custom animation - collision detection

I'm working with custom drawing / 2D animation and I'm trying to figure out how to detect when the moving object collides with a wall in the map. User holds arrow keys on the keyboard to move the object, and the map is stored as an array structure of points. The walls in the map may be angled, but no curved walls.
Using the map structure (FMap: TMap;) in my code below, in the DoMove property, how do I detect if the object is colliding with any wall in the map and prevent it from moving through? In DoMove, I need to read FMap (refer to DrawMap to see how FMap works) and somehow determine if the object is approaching any wall and stop it.
I could do a dual X/Y loop iterating every possible pixel between each two points in each part of each map, but I already know this will be heavy, considering this procedure will be called rapidly so long as the object is moving.
I thought of reading the pixel colors in the direction the object's moving, and if there's any black (from map lines), consider it a wall. But eventually there will be more custom drawing of a background, so reading pixel colors wouldn't work.
uMain.pas
unit uMain;
interface
uses
Winapi.Windows, Winapi.Messages,
System.SysUtils, System.Variants, System.Classes,
Vcl.Graphics, Vcl.Controls, Vcl.Forms, Vcl.Dialogs, Vcl.ExtCtrls;
const
//Window client size
MAP_WIDTH = 500;
MAP_HEIGHT = 500;
type
TKeyStates = Array[0..255] of Bool;
TPoints = Array of TPoint;
TMap = Array of TPoints;
TForm1 = class(TForm)
Tmr: TTimer;
procedure FormKeyDown(Sender: TObject; var Key: Word; Shift: TShiftState);
procedure FormKeyUp(Sender: TObject; var Key: Word; Shift: TShiftState);
procedure TmrTimer(Sender: TObject);
procedure FormCreate(Sender: TObject);
procedure FormDestroy(Sender: TObject);
procedure FormPaint(Sender: TObject);
private
FBMain: TBitmap; //Main rendering image
FBMap: TBitmap; //Map image
FBObj: TBitmap; //Object image
FKeys: TKeyStates; //Keyboard states
FPos: TPoint; //Current object position
FMap: TMap; //Map line structure
procedure Render;
procedure DrawObj;
procedure DoMove;
procedure DrawMap;
procedure LoadMap;
public
end;
var
Form1: TForm1;
implementation
{$R *.dfm}
uses
Math, StrUtils;
procedure TForm1.FormCreate(Sender: TObject);
begin
FBMain:= TBitmap.Create;
FBMap:= TBitmap.Create;
FBObj:= TBitmap.Create;
ClientWidth:= MAP_WIDTH;
ClientHeight:= MAP_HEIGHT;
FBMain.Width:= MAP_WIDTH;
FBMain.Height:= MAP_HEIGHT;
FBMap.Width:= MAP_WIDTH;
FBMap.Height:= MAP_HEIGHT;
FBObj.Width:= MAP_WIDTH;
FBObj.Height:= MAP_HEIGHT;
FBObj.TransparentColor:= clWhite;
FBObj.Transparent:= True;
FPos:= Point(150, 150);
LoadMap; //Load map lines into array structure
DrawMap; //Draw map lines to map image only once
Tmr.Enabled:= True;
end;
procedure TForm1.FormDestroy(Sender: TObject);
begin
Tmr.Enabled:= False;
FBMain.Free;
FBMap.Free;
FBObj.Free;
end;
procedure TForm1.LoadMap;
begin
SetLength(FMap, 1); //Just one object on map
//Triangle
SetLength(FMap[0], 4); //4 points total
FMap[0][0]:= Point(250, 100);
FMap[0][1]:= Point(250, 400);
FMap[0][2]:= Point(100, 400);
FMap[0][3]:= Point(250, 100);
end;
procedure TForm1.FormKeyDown(Sender: TObject; var Key: Word;
Shift: TShiftState);
begin
FKeys[Key]:= True;
end;
procedure TForm1.FormKeyUp(Sender: TObject; var Key: Word; Shift: TShiftState);
begin
FKeys[Key]:= False;
end;
procedure TForm1.FormPaint(Sender: TObject);
begin
Canvas.Draw(0, 0, FBMain); //Just draw rendered image to form
end;
procedure TForm1.DoMove;
const
SPD = 3; //Speed (pixels per movement)
var
X, Y: Integer;
P: TPoints;
begin
//How to keep object from passing through map walls?
if FKeys[VK_LEFT] then begin
//Check if there's a wall on the left
FPos.X:= FPos.X - SPD;
end;
if FKeys[VK_RIGHT] then begin
//Check if there's a wall on the right
FPos.X:= FPos.X + SPD;
end;
if FKeys[VK_UP] then begin
//Check if there's a wall on the top
FPos.Y:= FPos.Y - SPD;
end;
if FKeys[VK_DOWN] then begin
//Check if there's a wall on the bottom
FPos.Y:= FPos.Y + SPD;
end;
end;
procedure TForm1.DrawMap;
var
C: TCanvas;
X, Y: Integer;
P: TPoints;
begin
C:= FBMap.Canvas;
//Clear image first
C.Brush.Style:= bsSolid;
C.Pen.Style:= psClear;
C.Brush.Color:= clWhite;
C.FillRect(C.ClipRect);
//Draw map walls
C.Brush.Style:= bsClear;
C.Pen.Style:= psSolid;
C.Pen.Width:= 2;
C.Pen.Color:= clBlack;
for X := 0 to Length(FMap) - 1 do begin
P:= FMap[X]; //One single map object
for Y := 0 to Length(P) - 1 do begin
if Y = 0 then //First iteration only
C.MoveTo(P[Y].X, P[Y].Y)
else //All remaining iterations
C.LineTo(P[Y].X, P[Y].Y);
end;
end;
end;
procedure TForm1.DrawObj;
var
C: TCanvas;
R: TRect;
begin
C:= FBObj.Canvas;
//Clear image first
C.Brush.Style:= bsSolid;
C.Pen.Style:= psClear;
C.Brush.Color:= clWhite;
C.FillRect(C.ClipRect);
//Draw object in current position
C.Brush.Style:= bsClear;
C.Pen.Style:= psSolid;
C.Pen.Width:= 2;
C.Pen.Color:= clRed;
R.Left:= FPos.X - 10;
R.Right:= FPos.X + 10;
R.Top:= FPos.Y - 10;
R.Bottom:= FPos.Y + 10;
C.Ellipse(R);
end;
procedure TForm1.Render;
begin
//Combine map and object images into main image
FBMain.Canvas.Draw(0, 0, FBMap);
FBMain.Canvas.Draw(0, 0, FBObj);
Invalidate; //Repaint
end;
procedure TForm1.TmrTimer(Sender: TObject);
begin
DoMove; //Control movement of object
DrawObj; //Draw object
Render;
end;
end.
uMain.dfm
object Form1: TForm1
Left = 315
Top = 113
BorderIcons = [biSystemMenu]
BorderStyle = bsSingle
Caption = 'Form1'
ClientHeight = 104
ClientWidth = 207
Color = clBtnFace
DoubleBuffered = True
Font.Charset = DEFAULT_CHARSET
Font.Color = clWindowText
Font.Height = -11
Font.Name = 'Tahoma'
Font.Style = []
OldCreateOrder = False
Position = poScreenCenter
OnCreate = FormCreate
OnDestroy = FormDestroy
OnKeyDown = FormKeyDown
OnKeyUp = FormKeyUp
OnPaint = FormPaint
PixelsPerInch = 96
TextHeight = 13
object Tmr: TTimer
Enabled = False
Interval = 50
OnTimer = TmrTimer
Left = 24
Top = 8
end
end
PS - This code is just a stripped and dummied version of my full project to demonstrate how things work.
EDIT
I just realized an important factor: Right now, I've only implemented one moving object. However, there will be multiple moving objects as well. So, the collision may occur with either a map wall or another object (which I'll have each object in a list). The full project is still very raw like this sample, but much more code than is relevant for this question.
this unit found on the web (can't remember where, no author mentioned, perhaps someone can provide a link) would give you the ability of calculating collisions and reflection angles.
unit Vector;
interface
type
TPoint = record
X, Y: Double;
end;
TVector = record
X, Y: Double;
end;
TLine = record
P1, P2: TPoint;
end;
function Dist(P1, P2: TPoint): Double; overload;
function ScalarProd(P1, P2: TVector): Double;
function ScalarMult(P: TVector; V: Double): TVector;
function Subtract(V1, V2: TVector): TVector; overload;
function Subtract(V1, V2: TPoint): TVector; overload;
function MinDistPoint(Point: TPoint; Line: TLine): TPoint;
function Mirror(W, V: TVector): TVector;
function Dist(Point: TPoint; Line: TLine): Double; overload;
implementation
function Dist(P1, P2: TPoint): Double; overload;
begin
Result := Sqrt(Sqr(P1.X - P2.X) + Sqr(P1.Y - P2.Y));
end;
function ScalarProd(P1, P2: TVector): Double;
begin
Result := P1.X * P2.X + P1.Y * P2.Y;
end;
function ScalarMult(P: TVector; V: Double): TVector;
begin
Result.X := P.X * V;
Result.Y := P.Y * V;
end;
function Subtract(V1, V2: TVector): TVector; overload;
begin
Result.X := V2.X - V1.X;
Result.Y := V2.Y - V1.Y;
end;
function Subtract(V1, V2: TPoint): TVector; overload;
begin
Result.X := V2.X - V1.X;
Result.Y := V2.Y - V1.Y;
end;
function MinDistPoint(Point: TPoint; Line: TLine): TPoint;
var
U: Double;
P: TPoint;
begin
U := ((Point.X - Line.P1.X) * (Line.P2.X - Line.P1.X) +
(Point.Y - Line.P1.Y) * (Line.P2.Y - Line.P1.Y)) /
(Sqr(Line.P1.X - Line.P2.X) + Sqr(Line.P1.Y - Line.P2.Y));
if U <= 0 then
Exit(Line.P1);
if U >= 1 then
Exit(Line.P2);
P.X := Line.P1.X + U * (Line.P2.X - Line.P1.X);
P.Y := Line.P1.Y + U * (Line.P2.Y - Line.P1.Y);
Exit(P);
end;
function Mirror(W, V: TVector): TVector;
begin
Result := Subtract(ScalarMult(V, 2*ScalarProd(v,w)/ScalarProd(v,v)), W);
end;
function Dist(Point: TPoint; Line: TLine): Double; overload;
begin
Result := Dist(Point, MinDistPoint(Point, Line));
end;
end.
An example implementation would be
unit BSP;
interface
uses
Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms,
Dialogs, StdCtrls, Vector, ExtCtrls;
type
TForm2 = class(TForm)
Timer1: TTimer;
procedure FormPaint(Sender: TObject);
procedure FormCreate(Sender: TObject);
procedure Timer1Timer(Sender: TObject);
private
{ Private-Deklarationen }
FLines: array of TLine;
FP: TPoint;
FV: TVector;
FBallRadius: Integer;
FBallTopLeft: Windows.TPoint;
public
{ Public-Deklarationen }
end;
var
Form2: TForm2;
implementation
{$R *.dfm}
procedure TForm2.FormCreate(Sender: TObject);
const
N = 5;
var
I: Integer;
begin
Randomize;
SetLength(FLines, 4 + N);
FBallRadius := 15;
// Walls
FLines[0].P1.X := 0;
FLines[0].P1.Y := 0;
FLines[0].P2.X := Width - 1;
FLines[0].P2.Y := 0;
FLines[1].P1.X := Width - 1;
FLines[1].P1.Y := 0;
FLines[1].P2.X := Width - 1;
FLines[1].P2.Y := Height - 1;
FLines[2].P1.X := Width - 1;
FLines[2].P1.Y := Height - 1;
FLines[2].P2.X := 0;
FLines[2].P2.Y := Height - 1;
FLines[3].P1.X := 0;
FLines[3].P1.Y := 0;
FLines[3].P2.X := 0;
FLines[3].P2.Y := Height - 1;
for I := 0 to N - 1 do
begin
FLines[I + 4].P1.X := 50 + Random(Width - 100);
FLines[I + 4].P1.Y := 50 + Random(Height - 100);
FLines[(I + 1) mod N + 4].P2 := FLines[I + 4].P1;
end;
FP.X := 50;
FP.Y := 50;
FV.X := 10;
FV.Y := 10;
end;
procedure TForm2.FormPaint(Sender: TObject);
const
Iterations = 100;
var
I, MinIndex, J: Integer;
MinDist, DP, DH: Double;
MP: TPoint;
H: TPoint;
begin
for I := 0 to Length(FLines) - 1 do
begin
Canvas.MoveTo(Round(FLines[I].P1.X), Round(FLines[I].P1.Y));
Canvas.LineTo(Round(FLines[I].P2.X), Round(FLines[I].P2.Y));
end;
for I := 0 to Iterations do
begin
H := FP;
FP.X := FP.X + FV.X / Iterations;
FP.Y := FP.Y + FV.Y / Iterations;
MinDist := Infinite;
MinIndex := -1;
for J := 0 to Length(FLines) - 1 do
begin
DP := Dist(FP, FLines[J]);
DH := Dist(H, FLines[J]);
if (DP < MinDist) and (DP < DH) then
begin
MinDist := DP;
MinIndex := J;
end;
end;
if MinIndex >= 0 then
if Sqr(MinDist) < 2*Sqr(FBallRadius * 0.7 / 2)
then
begin
MP := MinDistPoint(FP, FLines[MinIndex]);
FV := Mirror(FV, Subtract(MP, FP));
end;
end;
FBallTopLeft.X := Round(FP.X - FBallRadius);
FBallTopLeft.Y := Round(FP.Y - FBallRadius);
Canvas.Brush.Color := clBlue;
Canvas.Ellipse(FBallTopLeft.X, FBallTopLeft.Y,
FBallTopLeft.X + FBallRadius * 2, FBallTopLeft.Y + FBallRadius * 2);
end;
procedure TForm2.Timer1Timer(Sender: TObject);
begin
invalidate;
end;
end.
Every time the key is pressed, you compute the new coordinate of the object after the move would be executed. Then you can test for intersections between the object trajectory and the line in the map.
Since your map can be considered a set of line segments, and given that your object path is linear, you can find all the possible collisions by finding intersections between the object path and the lines on which the segments of your map lie. You will only have two slopes for the object path: zero and infinity. So for each map segment:
Compute its slope. If the map segment slope is the same as object path slope, they will not intersect.
Compute the intersection between the lines that the map segment and the object path are one (see here for instance)
Check if the map segment ends before the collision point: if yes, then no collision
Check if the object path ends before the collision point: if yes, then no collision
If not doing it yourself is OK, you could use ready made library for this task. Box2D has Delphi version here
I had already half-way answered my own question in the question its self. One thing I had thought of was reading the pixels of the image in the direction of the movement, and check if there's a line there or not. I now realize that I can have an extra layer under the FBMap map layer for the background, and leave the map layer as it is with only the collidable walls drawn.
When moving, scan the pixels in the direction of the movement on that particular layer, not the full image. Since I already have a pre-drawn layer sitting there, I can read it rather than the main image. Based on the speed of movement, I only need to look so many pixels ahead (at least a few more pixels than the number of pixels of movement).
Also, in case the background of the image has a picture representing the walls rather than straight plain lines, then this layer doesn't even have to be drawn at all. This layer can be explicitly used just for scanning a few pixels ahead of movement for collision areas. As a matter of fact, since I also need to recognize collision with other moving objects, I can draw all the objects on here as well (in black/white).
A few iterations of pixels across a canvas, for example 20, is nothing compared to extensive iterations through the map lines, for example 2000.

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