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- Some days ago, one of you asked for a solution to do fast flicker-free
- animation in TurboPascal. I myself had the same problem and circumvented it by
- a simple technique called "page-flipping": nearly every graphic card has 2
- independent graphic pages, so it is possible to draw at one page while showing
- the other. If the "background" page is finished, you just "flip" the pages:
- thus, at any time all actions take place in the background and you get a smooth
- animation!
- In TP, you choose the visible page with "SetVisualPage" and the working page
- with "SetActivePage". - Take the following program as an example: it animates a
- hatched square, either with or without page-flipping (adapt proc. "Initialize"
- if you have a Hercules instead of an EGA/VGA):
-
- PROGRAM page_flipping_demo; {by Kai Rohrbacher, TP 5.0, 4/25/90}
- USES Crt,Graph;
- CONST seeing_page:Word=0; {number of actual seen page}
- VAR GraphDriver,GraphMode,x,y,xold,yold,xtemp,ytemp:Integer;
- Sprite:Pointer; {pointer to sprite-data}
- ch:char;
- WITH_PAGE_FLIPPING:Boolean; {demonstration mode}
-
- PROCEDURE Initialize; {set any graphic-mode with 2 pages; here EGA}
- BEGIN
- GraphDriver:=EGA; GraphMode:=EGAHi;
- InitGraph(GraphDriver,GraphMode,'');
- IF GraphResult<>grOK THEN BEGIN Writeln('No EGA!'); Halt(1) END;
- END;
-
- PROCEDURE initialize_flip; {clear pages; show one, work on the other}
- BEGIN
- setactivepage(0); cleardevice;
- outtextxy(100,0,'Page 0 - Use I,J,K,M, Q=Quit');
- setactivepage(1); cleardevice;
- outtextxy(100,0,'Page 1 - Use I,J,K,M, Q=Quit');
- setactivepage(1-seeing_page); setvisualpage(seeing_page)
- END;
-
- PROCEDURE flip; {exchange active & visible page}
- BEGIN
- setactivepage(seeing_page); seeing_page:=1-seeing_page;
- setvisualpage(seeing_page);
- END;
-
- PROCEDURE update_sprite; {works totally on background page!}
- BEGIN
- IF (xold<>-1) AND (yold<>-1) THEN PutImage(xold,yold,sprite^,XORput);
- PutImage(x,y,sprite^,XORput)
- END;
-
- BEGIN {main}
- Write('With (1) or without (2) pageflipping? ');
- REPEAT ch:=UpCase(readkey) UNTIL ch in ['1','2'];
- WITH_PAGE_FLIPPING:=ch='1'; {set mode}
- Initialize;
- {generate sprite and save it on TP's stack:}
- rectangle(0,0,50,50); setFillStyle(Hatchfill,white);
- FloodFill(1,1,white); GetMem(sprite,ImageSize(0,0,50,50));
- GetImage(0,0,50,50,sprite^); cleardevice;
- outtextxy(0,0,'Use I,J,K,M, Q=Quit');
- IF WITH_PAGE_FLIPPING THEN initialize_flip;
- xold:=-1; yold:=-1; xtemp:=-1; ytemp:=-1; {-1=flag: 'currently not used'}
- x:=100; y:=100; {starting point of animation}
- REPEAT
- ch:=UpCase(readkey);
- CASE ch OF {what action?}
- 'J':dec(x); 'K':inc(x); 'I':dec(y); 'M':inc(y); 'Q':;
- ELSE BEGIN sound(1200); delay(100); nosound END
- END;
- update_sprite; {remove old, draw new}
- IF WITH_PAGE_FLIPPING
- THEN BEGIN {shift through: x->xtemp->xold, y->ytemp->yoldf}
- xold:=xtemp; yold:=ytemp; xtemp:=x; ytemp:=y; flip
- END {so after 2 cycles the sprite is cleared from correct page}
- ELSE BEGIN xold:=x; yold:=y END; {no flipping=no such mechanism needed}
- UNTIL ch='Q';
- FreeMem(sprite,ImageSize(0,0,50,50)); closegraph; {end correctly}
- END.
-
- The only thing to notice is that you have to store coordinates for 2
- cycles to be able to erase a sprite on the correct page.
- There remains one last possibility of (minor) flicker: depending on your
- PC's BIOS, it may happen that programs flip pages while the cathode ray
- is in the midst of displaying data: in that case you have to bypass BIOS
- and synchronize switching directly with the "vertical retrace" (the
- moment while the cathode ray moves back from the bottom-right to the
- upper-left corner). As a time-critical task (the corresponding bit at
- port $3DA, Bitmask 8 (or $3BA, Bitmask 128 for HGC) toggles with 50Hz),
- you should do that in assembler.
- To all of you who hope to program an arcade game completely in TP, be
- warned: TP is just to slow to do the job (try to animate -say- 30
- sprites at once)! Me too, I had to discover this (3 years ago) -and came
- out with a self-written TP-unit, spritedesigner and a lot of integrated
- assembler stuff (for the animation itself, background-saving, collision
- detection, scrolling and that things).
- I am planning to release this package (as shareware) here in FRG very
- soon, so if you are interested, watch out!
- S_ROHRBACHER@IRAV1.IRA.UKA.DE (Kai Rohrbacher)
-
-
-