Animating a sprite in Delphi can be achieved using a timer to change the displayed frame or position of the sprite at regular intervals. Below is a basic example demonstrating how to animate a sprite using Delphi’s TImage
component and a TTimer
. In this example, I’ll use a TPngImageList
for simplicity. Make sure to include the Vcl.Imaging.pngimage
unit in your uses clause.
- Create a New Delphi VCL Project: Open Delphi, create a new VCL Forms Application, and drop a
TImage
component onto the form. - Add a Timer: Drop a
TTimer
component onto the form. - Prepare Sprite Frames: Load a sprite sheet containing multiple frames into a
TPngImageList
. Each frame represents a different state of the sprite animation. - Write Animation Code: Write code to change the displayed frame of the sprite at regular intervals.
Here’s an example code snippet:
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unit MainForm; interface uses Winapi.Windows, Winapi.Messages, System.SysUtils, System.Variants, System.Classes, Vcl.Graphics, Vcl.Controls, Vcl.Forms, Vcl.Dialogs, Vcl.ExtCtrls, Vcl.Imaging.pngimage; type TForm1 = class(TForm) Timer1: TTimer; Image1: TImage; procedure FormCreate(Sender: TObject); procedure Timer1Timer(Sender: TObject); private SpriteFrames: TPngImageList; CurrentFrameIndex: Integer; public { Public declarations } end; var Form1: TForm1; implementation {$R *.dfm} procedure TForm1.FormCreate(Sender: TObject); begin // Load sprite frames from a PNG image list SpriteFrames := TPngImageList.Create(Self); SpriteFrames.LoadFromResourceName(HInstance, ‘SPRITE_FRAMES’); // Replace with your resource name // Initialize variables CurrentFrameIndex := 0; // Set the initial frame of the sprite Image1.Picture.Graphic := SpriteFrames.PngImages[CurrentFrameIndex]; // Set the timer interval for animation speed (e.g., 100 milliseconds) Timer1.Interval := 100; Timer1.Enabled := True; end; procedure TForm1.Timer1Timer(Sender: TObject); begin // Update the frame index for animation Inc(CurrentFrameIndex); if CurrentFrameIndex >= SpriteFrames.Count then CurrentFrameIndex := 0; // Update the displayed frame of the sprite Image1.Picture.Graphic := SpriteFrames.PngImages[CurrentFrameIndex]; end; end. |
In this example:
- The
SpriteFrames
variable holds a collection of PNG images representing different frames of the sprite animation. - The
Timer1Timer
event is triggered at regular intervals, updating the displayed frame of the sprite. - Make sure to replace
'SPRITE_FRAMES'
with the actual resource name containing your sprite frames.
Note: This example assumes that you have a PNG image list containing sprite frames. If you don’t have a PNG image list, you can manually load individual PNG images or use other image formats based on your requirements.
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