How do I make sprite engine with TRectangle in Delphi FMX

In Delphi FMX, you can create a sprite engine using TRectangle components to display and animate two-dimensional graphics (sprites). To do this, you will need to define a custom component derived from TRectangle to represent each sprite, and then implement the necessary logic to manage and animate the sprites.

Here is a general outline of the steps you can follow to create a sprite engine using TRectangle components in Delphi FMX:

  1. Create a custom component derived from TRectangle to represent each sprite. This component should have properties to store the sprite’s position, size, and any other relevant properties, as well as a TImage component to display the sprite image.
  2. Create a container component, such as a TPanel, to hold the sprite components. This will allow you to group the sprites and manipulate them as a single entity.
  3. Implement a rendering loop to update the position and appearance of the sprites. You can do this by iterating over the sprite components and setting their properties as needed.
  4. Implement any additional features you want to include in the sprite engine, such as sprite animation, collision detection, and user input handling.

Here is some sample code that demonstrates how you might create a simple sprite engine using TRectangle components in Delphi FMX:


In this code, the TMySprite component is derived from TRectangle and has an additional TImage component to display the sprite image. The CreateSprite function creates a new sprite and adds it to a specified container component, and the UpdateSprite function updates the position and appearance of a sprite. You can use these functions to manage and animate the sprites in your sprite engine.


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