| SDL_Perl documentation | Contained in the SDL_Perl distribution. |
SDL::Tutorial::Animation
# to read this tutorial $ perldoc SDL::Tutorial::Animation # to create a demo animation program based on this tutorial $ perl -MSDL::Tutorial::Animation=sdl_anim.pl -e 1
Now that you can display a rectangle on the screen, the next step is to animate that rectangle. As with movies, there's no actual motion. Computer animations are just very very fast slideshows. The hard work is creating nearly identical images in every slide (or frame, in graphics terms).
Okay, it's not that difficult.
There is one small difficulty to address, however. Once you blit one surface onto another, the destination is changed permanently. There's no concept of layers here unless you write it yourself. If you fail to take this into account (and just about everyone does at first), you'll end up with blurry graphics moving around on the screen.
There are two approaches to solve this problem, redrawing the screen on every frame and saving and restoring the background for every object drawn.
Since you have to draw the screen in the right order once to start with it's
pretty easy to make this into a loop and redraw things in the right order for
every frame. Given a SDL::App object $app, a SDL::Rect $rect, and
a SDL::Color $color, you only have to create a new SDL::Rect $bg,
representing the whole of the background surface and a new SDL::Color
$bg_color, representing the background color. You can write a
draw_frame() function as follows:
sub draw_frame
{
my ($app, %args) = @_;
$app->fill( $args{ bg }, $args{ bg_color } );
$app->fill( $args{rect}, $args{rect_color} );
$app->update( $args{bg} );
}
Since you can change the x and y coordinates of a rect with the x()
and y() methods, you can move a rectangle across the screen with a loop like
this:
for my $x (0 .. 640)
{
$rect->x( $x );
draw_frame( $app,
bg => $bg, bg_color => $bg_color,
rect => $rect, rect_color => $color,
);
}
If $rect's starting y position is 190 and its height and width are 100, the
rectangle (er, square) will move across the middle of the screen.
Provided you can keep track of the proper order in which to redraw rectangles and provided you don't need the optimal speed necessary (since blitting every object takes more work than just blitting the portions you need), this works quite well.
If you need more speed or want to make a different complexity tradeoff, you can take a snapshot of the destination rectangle before you blit onto it. That way, when you need to redraw, you can blit the old snapshot back before blitting to the new position.
Note: I have no idea how this will work in the face of alpha blending, which, admittedly, I haven't even mentioned yet. If you don't know what this means, forget it. If you do know what this means and know why I'm waving my hands here, feel free to explain what should and what does happen and why. :)
With this technique, the frame-drawing subroutine has to be a little more
complicated. Instead of the background rect, it needs a rect for the previous
position. It also needs to do two updates (or must perform some scary math to
figure out the rectangle of the correct size to update(). No thanks!).
sub undraw_redraw_rect
{
my ($app, %args) = @_;
$app->fill( $args{old_rect}, $args{bg_color} );
$app->fill( $args{rect], $args{rect_color} );
$app->update( $args{old_rect}, $args{rect} );
}
We'll need to create a new SDL::Rect, $old_rect, that is a duplicate of
$rect, at the same position at first. You should already know how to do
this.
As before, the loop to call undraw_redraw_rect() would look something like:
for my $x (0 .. 640)
{
$rect->x( $x );
undraw_redraw_rect( $app,
rect => $rect, old_rect => $old_rect,
rect_color => $color, bg_color => $bgcolor,
);
$old_rect->x( $x );
}
If you run this code, you'll probably notice that it's tremendously faster than the previous version. It may be too fast, where the alternate technique was just fast enough. There are a couple of good ways to set a fixed animation speed regardless of the speed of the processor and graphics hardware (provided they're good enough, which is increasingly often the case), and we'll get to them soon.
basic drawing with SDL Perl
animating images
chromatic, <chromatic@wgz.org>
Written for and maintained by the Perl SDL project, http://sdl.perl.org/.
No known bugs.
Copyright (c) 2003 - 2004, chromatic. All rights reserved. This module is distributed under the same terms as Perl itself, in the hope that it is useful but certainly under no guarantee.
| SDL_Perl documentation | Contained in the SDL_Perl distribution. |
#!/usr/bin/env perl # # Animation.pm # # Copyright (C) 2005 David J. Goehrig <dgoehrig@cpan.org> # # ------------------------------------------------------------------------------ # # This library is free software; you can redistribute it and/or # modify it under the terms of the GNU Lesser General Public # License as published by the Free Software Foundation; either # version 2.1 of the License, or (at your option) any later version. # # This library is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU # Lesser General Public License for more details. # # You should have received a copy of the GNU Lesser General Public # License along with this library; if not, write to the Free Software # Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA # # ------------------------------------------------------------------------------ # # Please feel free to send questions, suggestions or improvements to: # # David J. Goehrig # dgoehrig@cpan.org # package SDL::Tutorial::Animation; use strict; use warnings; use SDL; use SDL::App; use SDL::Rect; use SDL::Color; # change these values as necessary my $title = 'My SDL Animation'; my ($width, $height, $depth) = ( 640, 480, 16 ); my ($bg_r, $bg_g, $bg_b) = ( 0x00, 0x00, 0x00 ); my ($rect_r, $rect_g, $rect_b) = ( 0x00, 0x00, 0xff ); my ($rect_width, $rect_height, $rect_y) = ( 100, 100, 190 ); my $app = SDL::App->new( -width => $width, -height => $height, -depth => $depth, ); my $color = SDL::Color->new( -r => $rect_r, -g => $rect_g, -b => $rect_b, ); my $bg_color = SDL::Color->new( -r => $bg_r, -g => $bg_g, -b => $bg_b, ); my $background = SDL::Rect->new( -width => $width, -height => $height, ); my $rect = create_rect(); # your code here, perhaps for my $x (0 .. 640) { $rect->x( $x ); draw_frame( $app, bg => $background, bg_color => $bg_color, rect => $rect, rect_color => $color, ); } # remove this line sleep 2; # XXX - if you know why I need to create a new rect here, please tell me! $rect = create_rect(); my $old_rect = create_rect(); # your code also here, perhaps for my $x (0 .. 640) { $rect->x( $x ); draw_undraw_rect( $app, rect => $rect, old_rect => $old_rect, rect_color => $color, bg_color => $bg_color, ); $old_rect->x( $x ); } # your code almost certainly follows; remove this line sleep 2; sub create_rect { return SDL::Rect->new( -height => $rect_height, -width => $rect_width, -x => 0, -y => $rect_y, ); } sub draw_frame { my ($app, %args) = @_; $app->fill( $args{bg}, $args{bg_color} ); $app->fill( $args{rect}, $args{rect_color} ); $app->update( $args{bg} ); } sub draw_undraw_rect { my ($app, %args) = @_; $app->fill( $args{old_rect}, $args{bg_color} ); $app->fill( $args{rect}, $args{rect_color} ); $app->update( $args{old_rect} ); $app->update( $args{rect} ); } 1; __END__