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
- What It Does: This line ensures that all variables must be declared before they are used.
- Why It Matters: This helps prevent errors caused by typos in variable names, making your code cleaner and easier to debug.
Public Class Form1
- What It Does: This line defines a new class named
Form1
, which represents our main application window. - Why It Matters: All the code inside this class will define the behavior and appearance of our form. Think of this as the blueprint for our application.
Private Context As New BufferedGraphicsContext
Private Buffer As BufferedGraphics
Private ReadOnly MinimumMaxBufferSize As New Size(1280, 720)
Private BackgroundColor As Color = Color.Black
-
What It Does:
Context
manages the buffered graphics, which allows for smoother rendering.Buffer
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).
-
Why It Matters: Buffered graphics improve performance by reducing flickering and providing smoother animations.
Private Structure RectangleDouble
- What It Does: This defines a structure named
RectangleDouble
that represents a rectangle with double-precision coordinates and dimensions. - Why It Matters: Structures are useful for grouping related data together. In this case, we are grouping properties that define a rectangle.
Public X, Y, Width, Height, Velocity As Double
Public Brush As Brush
-
What It Does:
X
andY
represent the position of the rectangle.Width
andHeight
define the size of the rectangle.Velocity
determines how fast the rectangle moves.Brush
is used to fill the rectangle with color.
-
Why It Matters: These properties allow us to manipulate the rectangle's position, size, and appearance easily.
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
- What It Does: This constructor initializes a new rectangle with specified values for its position, size, velocity, and color.
- Why It Matters: Constructors are special methods that create and set up new instances of a class or structure. This allows us to easily create rectangles with different properties.
Public Sub MoveRight(ByVal deltaTime As TimeSpan)
X += Velocity * deltaTime.TotalSeconds
End Sub
- What It Does: This method moves the rectangle to the right based on its velocity and the elapsed time since the last frame.
- Why It Matters: The formula used is Displacement = Velocity x Delta Time. This ensures that the rectangle moves smoothly regardless of the frame rate.
Public Sub Wraparound(ByVal clientRectangle As Rectangle)
If X > clientRectangle.Right Then
X = clientRectangle.Left - Width
End If
End Sub
- What It Does: This method checks if the rectangle has exited the right side of the client area. If it has, it reappears on the left side.
- Why It Matters: This creates a continuous animation effect, making it appear as if the rectangle is endlessly moving across the screen.
Public Sub MoveRightAndWraparound(ByVal clientRectangle As Rectangle, ByVal deltaTime As TimeSpan)
MoveRight(deltaTime)
Wraparound(clientRectangle)
End Sub
- What It Does: This method combines the movement and wraparound logic, making it easy to call both in one function.
- Why It Matters: This simplifies the code and makes it more readable.
Public Sub CenterVertically(ByVal clientRectangle As Rectangle)
Y = clientRectangle.Height / 2 - Height / 2
End Sub
- What It Does: This method centers the rectangle vertically in the client area of our form.
- Why It Matters: Centering helps in positioning the rectangle aesthetically within the window.
Private Structure DeltaTimeStructure
- What It Does: This structure tracks the timing information for our animation, including the current and last frame times and the elapsed time between them.
- Why It Matters: Accurate timing is crucial for smooth animations.
Public Sub New(currentFrame As Date, lastFrame As Date, elapsedTime As TimeSpan)
Me.CurrentFrame = currentFrame
Me.LastFrame = lastFrame
End Sub
- What It Does: Initializes the
DeltaTimeStructure
with the current and last frame times. - Why It Matters: This allows us to calculate how much time has passed between frames.
Public Sub Update()
CurrentFrame = Now
ElapsedTime = CurrentFrame - LastFrame
LastFrame = CurrentFrame
End Sub
- What It Does: Updates the current frame's time, calculates the elapsed time since the last frame, and updates the last frame's time for the next update.
- Why It Matters: This is essential for maintaining smooth animations over time.
Private Structure FrameCounterStructure
- What It Does: This structure counts the frames rendered and tracks the timing for calculating frames per second (FPS).
- Why It Matters: FPS is a critical measure of animation smoothness.
Public Sub Update()
TimeElapsed = Now.Subtract(StartTime)
If TimeElapsed.TotalSeconds < 1 Then
FrameCount += 1
Else
FPS = $"{FrameCount} FPS"
FrameCount = 0
StartTime = Now
End If
End Sub
- What It Does: This method updates the frame counter and calculates the FPS, resetting the count every second.
- Why It Matters: This feedback helps us understand how well the animation is performing.
Private Sub Form1_Load(sender As Object, e As EventArgs) Handles MyBase.Load
InitializeApp()
Debug.Print($"Running...{DateTime.Now}")
End Sub
- What It Does: This method initializes the application when the form loads and prints the current time to the debug console.
- Why It Matters: Initialization is crucial for setting up any necessary resources before the application starts running.
Private Sub Form1_Resize(sender As Object, e As EventArgs) Handles MyBase.Resize
If Not WindowState = FormWindowState.Minimized Then
FPSDisplay.MoveToPosition(ClientRectangle)
Rectangle.CenterVertically(ClientRectangle)
DisposeBuffer()
End If
End Sub
- What It Does: This method handles resizing the window, adjusting the FPS display and rectangle size accordingly.
- Why It Matters: Responsive design ensures that the application looks good and functions well regardless of the window size.
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
- What It Does: This event is triggered at regular intervals (every 15 milliseconds). It updates the animation frame and redraws the form.
- Why It Matters: Continuous updates are essential for smooth animations and user interaction.
Protected Overrides Sub OnPaint(ByVal e As PaintEventArgs)
AllocateBuffer()
DrawFrame()
Buffer?.Render(e.Graphics)
FrameCounter.Update()
EraseFrame()
MyBase.OnPaint(e)
End Sub
- What It Does: This method handles the rendering of graphics. It allocates a buffer, draws the current frame, and updates the frame counter.
- Why It Matters: This is where all the visual elements get drawn on the screen, creating the animation effect.
Private Sub DrawFrame()
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
- What It Does: This method fills the rectangle with the specified brush at its current position and dimensions, and it draws the FPS display string on the buffer.
- Why It Matters: This is where the visual representation of the rectangle and the FPS is updated on the screen. However, it does not clear the buffer; that function is handled by the
EraseFrame
method.
Private Sub EraseFrame()
Buffer?.Graphics.Clear(BackgroundColor)
End Sub
- What It Does: This method clears the buffer with the background color defined by
BackgroundColor
. - Why It Matters: Clearing the buffer is essential to prepare for the next frame. It ensures that previous drawings do not persist, allowing for a clean slate for the new frame rendering.
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. This concept is essential for ensuring smooth and consistent motion, particularly in an era where games run on various hardware configurations with differing frame rates. Understanding DeltaTime allows developers to create fluid animations and responsive gameplay, enhancing the overall user experience.
- Frame Rate Independence: By using DeltaTime, animations and movements can remain consistent across different hardware configurations and frame rates. This means that whether a game runs at 30 FPS or 60 FPS, the gameplay remains smooth.
- Smooth Animations: DeltaTime allows for smoother transitions and movements, as changes are proportional to the time elapsed. This is crucial for maintaining realism in animations.
- Timing Control: DeltaTime helps manage timing for various game mechanics, such as physics calculations, animations, and input handling. It ensures that all elements of the game respond predictably to player actions.
- 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.
' The DeltaTimeStructure represents the time difference
' between two frames.
Private Structure DeltaTimeStructure
Public CurrentFrame As DateTime
Public LastFrame As DateTime
Public ElapsedTime As TimeSpan
Public Sub New(currentFrame As Date, lastFrame As Date,
elapsedTime As TimeSpan)
Me.CurrentFrame = currentFrame
Me.LastFrame = lastFrame
Me.ElapsedTime = elapsedTime
End Sub
Public Sub Update()
' Set the current frame's time to the current system time.
CurrentFrame = Now
' Calculates the elapsed time ( delta time Δt ) between the
' current frame and the last frame.
ElapsedTime = CurrentFrame - LastFrame
' Updates the last frame's time to the current frame's time for
' use in the next update.
LastFrame = CurrentFrame
End Sub
End Structure
Private DeltaTime As New DeltaTimeStructure(DateTime.Now, DateTime.Now,
TimeSpan.Zero)
Private Sub Timer1_Tick(sender As Object, e As EventArgs) Handles Timer1.Tick
DeltaTime.Update()
Rectangle.MoveRight(DeltaTime.ElapsedTime)
' Render the frame
Invalidate() ' Calls OnPaint Sub
End Sub
Public Sub MoveRight(ByVal deltaTime As TimeSpan)
' Move the rectangle to the right.
X += Velocity * deltaTime.TotalSeconds
' Displacement = Velocity x Delta Time ( Δs = V * Δt )
End Sub
- Keep it Simple: Use DeltaTime for essential calculations only. Avoid overcomplicating the logic to ensure maintainability.
- Cap Frame Rate: Implement a frame rate cap to prevent extremely high DeltaTime values, which can lead to erratic behavior. For example, capping at 60 FPS can provide a smoother experience.
- Consistent Units: Ensure that all movement speeds and calculations are consistent in terms of units (e.g., meters per second). This consistency helps in debugging and maintaining the code.
- Ignoring DeltaTime: Not using DeltaTime can result in inconsistent behavior across different devices. Always incorporate it into your calculations.
- Large Frame Drops: Sudden drops in frame rate can lead to large DeltaTime values, causing movements to appear jerky or too fast. Implementing a smoothing function can help mitigate this issue.
- Complex Calculations: Overusing DeltaTime in complex calculations can lead to performance issues. Keep calculations straightforward and efficient.
- Game Development Frameworks: Look into frameworks and engines that handle DeltaTime automatically, such as Unity or Unreal Engine. These engines often provide built-in methods for handling time-dependent calculations.
- Physics Engines: Explore physics engines that utilize DeltaTime for accurate simulations. Understanding how these engines work can provide insights into effective time management in games.
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.
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