This project showcases the fundamentals of creating smooth animations. The application features a moving rectangle that glides across the screen, illustrating key concepts such as frame independence and real-time rendering.
In this app, you'll learn how to manage timing, handle graphics rendering, and implement basic animation principles. Whether you're a beginner looking to understand the basics of animation or an experienced developer seeking a refresher, this project provides a hands-on approach to mastering animation techniques.
Welcome to the Animation project! In this lesson, we'll break down the code line by line, helping you understand how it works. This project demonstrates the fundamentals of creating smooth animations using a Windows Form application. Let's dive right in!
Animation is the art of creating the illusion of motion by displaying a series of static images in quick succession. In our app, we use animation to make it appear as though our rectangle is moving towards the right. To ensure that our animation runs smoothly on all devices, we have designed it to be frame-independent. This means that our animation is not affected by changes in the frame rate, ensuring a consistent and seamless experience for all users.
Option Explicit On
This line ensures that all variables must be declared before they are used. This helps prevent errors caused by typos in variable names.
Public Class Form1
This line defines a new class named Form1
, which represents our main application window. All the code inside this class will define the behavior and appearance of our form.
Private Context As New BufferedGraphicsContext
Private Buffer As BufferedGraphics
Private ReadOnly MinimumMaxBufferSize As New Size(1280, 720)
Private BackgroundColor As Color = Color.Black
Private ReadOnly FpsIdentifier As New String(" FPS")
Context
: This variable manages the buffered graphics.Buffer
: This holds our drawing operations before rendering them on the screen.MinimumMaxBufferSize
: Sets the minimum size for our graphics buffer.BackgroundColor
: Defines the color of the background (black).FpsIdentifier
: A string that will be appended to our FPS count for display purposes.
Private Structure RectangleDouble
Public X, Y, Width, Height, Velocity As Double
Public Brush As Brush
This defines a structure named RectangleDouble
that represents a rectangle with double-precision coordinates and dimensions. The properties X
, Y
, Width
, Height
, and Velocity
define the rectangle's position and size, while Brush
determines the color used to fill the rectangle.
Public Sub New(x As Double, y As Double, width As Double, height As Double,
velocity As Double, brush As Brush)
Me.X = x
Me.Y = y
Me.Width = width
Me.Height = height
Me.Velocity = velocity
Me.Brush = brush
End Sub
This constructor initializes a new rectangle with specified values for its position, size, velocity, and color.
Public Sub MoveRight(ByVal deltaTime As TimeSpan)
X += Velocity * deltaTime.TotalSeconds
End Sub
This method moves the rectangle to the right based on its velocity and the elapsed time since the last frame. The formula used is Displacement = Velocity x Delta Time.
Public Sub Wraparound(ByVal clientRectangle As Rectangle)
If X > clientRectangle.Right Then
X = clientRectangle.Left - Width
End If
End Sub
This method checks if the rectangle has exited the right side of the client area. If it has, it reappears on the left side.
Public Sub MoveRightAndWraparound(ByVal clientRectangle As Rectangle,
ByVal deltaTime As TimeSpan)
MoveRight(deltaTime)
Wraparound(clientRectangle)
End Sub
This method combines the movement and wraparound logic, making it easy to call both in one function.
Public Sub CenterVertically(ByVal clientRectangle As Rectangle)
Y = clientRectangle.Height \ 2 - Height \ 2
End Sub
This method centers the rectangle vertically in the client area of our form.
Private Structure DeltaTimeStructure
Public CurrentFrame As DateTime
Public LastFrame As DateTime
Public ElapsedTime As TimeSpan
This structure tracks the timing information for our animation, including the current and last frame times and the elapsed time between them.
Public Sub New(currentFrame As Date, lastFrame As Date,
elapsedTime As TimeSpan)
Me.CurrentFrame = currentFrame
Me.LastFrame = lastFrame
Me.ElapsedTime = elapsedTime
End Sub
This constructor initializes the DeltaTimeStructure
with the current and last frame times.
Public Sub Update()
CurrentFrame = Now
ElapsedTime = CurrentFrame - LastFrame
LastFrame = CurrentFrame
End Sub
The Update
method sets the current frame's time to the current system time, calculates the elapsed time since the last frame, and updates the last frame's time for the next update.
Private Structure DisplayStructure
Public Location As Point
Public Text As String
Public Font As Font
Public Brush As Brush
This structure holds information about display elements, including their location, text, and font.
Private Structure FrameCounterStructure
Public FrameCount As Integer
Public StartTime As DateTime
Public TimeElapsed As TimeSpan
Public SecondsElapsed As Double
This structure counts the frames rendered and tracks the timing for calculating frames per second (FPS).
Private Sub Form1_Load(sender As Object, e As EventArgs) Handles MyBase.Load
InitializeApp()
Debug.Print($"Running...{DateTime.Now}")
End Sub
This method initializes the application when the form loads, calling InitializeApp()
to set up the necessary components and printing the current time to the debug console.
Private Sub Form1_Resize(sender As Object, e As EventArgs) Handles MyBase.Resize
If Not WindowState = FormWindowState.Minimized Then
ResizeFPS()
Rectangle.CenterVertically(ClientRectangle)
DisposeBuffer()
End If
End Sub
This method handles resizing the window. It adjusts the FPS display and rectangle size accordingly, ensuring everything looks good when the window is resized.
Private Sub Timer1_Tick(sender As Object, e As EventArgs) Handles Timer1.Tick
If Not WindowState = FormWindowState.Minimized Then
UpdateFrame()
Invalidate() ' Calls OnPaint Sub
End If
End Sub
This event is triggered at regular intervals (every 15 milliseconds). It updates the animation frame and redraws the form.
Protected Overrides Sub OnPaint(ByVal e As PaintEventArgs)
AllocateBuffer()
DrawFrame()
Buffer?.Render(e.Graphics)
UpdateFrameCounter()
MyBase.OnPaint(e)
End Sub
This method handles the rendering of graphics. It allocates a buffer, draws the current frame, and updates the frame counter.
Private Sub DrawFrame()
Buffer?.Graphics.Clear(BackgroundColor)
Buffer?.Graphics.FillRectangle(Rectangle.Brush,
Rectangle.GetNearestX,
Rectangle.GetNearestY,
Rectangle.GetNearestWidth,
Rectangle.GetNearestHeight)
Buffer?.Graphics.DrawString(FPSDisplay.Text,
FPSDisplay.Font,
FPSDisplay.Brush,
FPSDisplay.Location)
End Sub
This method clears the buffer with the background color, fills a rectangle with the specified brush, and draws the FPS display string.
Private Sub UpdateFrameCounter()
FrameCounter.TimeElapsed = Now.Subtract(FrameCounter.StartTime)
FrameCounter.SecondsElapsed = FrameCounter.TimeElapsed.TotalSeconds
If FrameCounter.SecondsElapsed < 1 Then
FrameCounter.FrameCount += 1
Else
FPSDisplay.Text = $"{FrameCounter.FrameCount}{FpsIdentifier}"
FrameCounter.FrameCount = 0
FrameCounter.StartTime = Now
End If
End Sub
This method keeps track of how many frames have been rendered in the last second and updates the FPS display accordingly.
This walkthrough covers the main components of the animation project. Feel free to experiment with the code, adjust parameters, and see how they affect the animation! Understanding these principles will help you master animation techniques in Visual Basic .NET. Happy coding!
Here are some exercises you can try to enhance your understanding of the animation project:
-
Change Rectangle Size
- Modify the dimensions of the rectangle in the
RectangleDouble
structure. - Task: Experiment with different width and height values. Observe how the animation changes with larger or smaller rectangles.
- Modify the dimensions of the rectangle in the
-
Change Rectangle Color
- Update the
RectangleBrush
color in the initialization section. - Task: Choose different colors (e.g., red, blue, green) for the rectangle. How does the visual impact change with different colors?
- Update the
-
Adjust Rectangle Velocity
- Locate the variable that defines the rectangle's velocity.
- Task: Increase or decrease the velocity value. How does this affect the speed at which the rectangle moves across the screen?
-
Add Multiple Rectangles
- Create additional instances of
RectangleDouble
to represent multiple rectangles. - Task: Animate them independently or in a pattern (e.g., staggered movement). How does this change the overall animation?
- Create additional instances of
-
Implement User Controls
- Add keyboard controls to change the rectangle's size, color, or velocity while the application is running.
- Task: Use keys (e.g., arrow keys for velocity, 'C' for color change) to interactively modify the rectangle's properties.
-
Create a Bouncing Effect
- Modify the
MoveRectangle
method to make the rectangle bounce off the edges of the window. - Task: Instead of wrapping around, change the direction when it hits the edge. What changes do you need to make in the code?
- Modify the
-
Change Background Color
- Modify the
BackgroundColor
variable to change the background of the form. - Task: Experiment with different background colors and observe how they affect the visibility of the rectangle.
- Modify the
These exercises will help you to better understand the concepts of animation and improve your programming skills in Visual Basic .NET. Feel free to experiment and combine these tasks for more complex behaviors!
DeltaTime is a critical concept in game development and animation that refers to the time elapsed between the current frame and the last frame. It ensures smooth and consistent motion, regardless of frame rate variations.
- Frame Rate Independence: By using DeltaTime, animations and movements can remain consistent across different hardware configurations and frame rates.
- Smooth Animations: It allows for smoother transitions and movements, as the changes are proportional to the time elapsed.
- Timing Control: DeltaTime helps in managing timing for various game mechanics, such as physics calculations, animations, and input handling.
- Capture Time: Record the current time at the beginning of each frame.
- Calculate Elapsed Time: Subtract the last recorded time from the current time to get the DeltaTime.
- Apply DeltaTime: Use this value to adjust movements, animations, and other time-dependent calculations.
Here’s a simplified example illustrating how to implement DeltaTime in a Windows Forms application:
Private Structure DeltaTimeStructure
Public CurrentFrame As DateTime
Public LastFrame As DateTime
Public ElapsedTime As TimeSpan
Public Sub New(currentFrame As DateTime, lastFrame As DateTime)
Me.CurrentFrame = currentFrame
Me.LastFrame = lastFrame
Me.ElapsedTime = CurrentFrame - LastFrame
End Sub
End Structure
Private DeltaTime As DeltaTimeStructure
' Timer Tick Event
Private Sub Timer1_Tick(sender As Object, e As EventArgs) Handles Timer1.Tick
Dim currentTime As DateTime = DateTime.Now
DeltaTime = New DeltaTimeStructure(currentTime, DeltaTime.CurrentFrame)
' Update game objects based on DeltaTime.ElapsedTime
UpdateGameObjects(DeltaTime.ElapsedTime.TotalSeconds)
' Render the frame
Invalidate()
End Sub
Private Sub UpdateGameObjects(deltaTime As Double)
' Example: Move an object based on its speed
Object.Position += Object.Speed * deltaTime
End Sub
- Keep it Simple: Use DeltaTime for essential calculations only. Avoid overcomplicating the logic.
- Cap Frame Rate: Implement a frame rate cap to prevent extremely high DeltaTime values, which can lead to erratic behavior.
- Consistent Units: Ensure that all movement speeds and calculations are consistent in terms of units (e.g., meters per second).
- Ignoring DeltaTime: Not using DeltaTime can result in inconsistent behavior across different devices.
- Large Frame Drops: Sudden drops in frame rate can lead to large DeltaTime values, causing movements to appear jerky or too fast.
- Complex Calculations: Overusing DeltaTime in complex calculations can lead to performance issues.
DeltaTime is an essential concept for achieving smooth and consistent animations in game development. By understanding and implementing DeltaTime effectively, developers can create a more enjoyable and fluid user experience.
- Look into game development frameworks and engines that handle DeltaTime automatically, such as Unity or Unreal Engine.
- Explore physics engines that utilize DeltaTime for accurate simulations.
Feel free to ask if you have any specific questions or need further clarification on any aspect of DeltaTime!
This walkthrough covers the main components of the animation project. Feel free to experiment with the code, adjust parameters, and see how they affect the animation!
If you're interested in exploring a similar project, check out Animation C#, which is a port of this animation project. You can find the C# version in its repository: Animation C# Repository.
For more information about the original project, visit the Animation Repository.
Happy coding!
This project is shared under the MIT License, which allows you to use, modify, and distribute it freely, as long as you include the original copyright notice.
MIT License
Copyright(c) 2023 Joseph W. Lumbley