String Manipulation in Smart Pascal
- display of the instructions and stats;
- transfer of game data to and from local storage;
- handling colours;
- handling keyboard input from the player;
- constructing shader programs for 3D graphics.
Canvas.FillTextF('FPS:' + IntToStr(GameView.FrameRate), 10, 20, MAX_INT);This demonstrates the widely used IntToStr function for converting an integer to a string and the joining together (concatenation) of strings with the + operator.
You may access a single character in a string by considering it to be composed of an array of single-character strings. Following the declaration var str := 'qwerty';, str evaluates to 'e'.
Commonly Used Inbuilt Functions
Commonly used functions are described in the following table, taken from the corresponding page of the main String Manipulation tutorial. In the table, Str, Str1 and Str2 are strings and n and m are positive integers. The first character is numbered 1 in Pascal. Thus, the position of ‘g’ in the string ‘program’ is 4.
|Pos(Str1, Str2)||Returns the start position of Str1 in Str2. Returns 0 if Str1 is not in Str2|
|LeftStr(Str, n)||Returns the first n characters of Str as a string|
|MidStr(Str, m, n)||Returns, as a string, the next n characters of Str, starting at the mth character|
|RightStr(Str, n)||Returns the last n characters of Str|
|Length(Str)||Returns the number of characters in Str|
In this demonstration of the preparation for a game, we obtain the player's name using the inbuilt w3_prompt function. The player is greeted personally for a fixed number of frames before the game begins, during which time we could load images. Procedure ApplicationStarting demonstrates the pos, length, leftStr and rightStr functions.
We developed this example with Version 2.2 of Smart Mobile Studio. Change the line Canvas.Font := '10pt verdana'; to Canvas.FontStyle := '10pt verdana'; when using Version 3.0.
unit Unit1; interface uses System.Types, SmartCL.System, SmartCL.Components, SmartCL.Application, SmartCL.Game, SmartCL.GameApp, SmartCL.Graphics, SmartCL.Controls.Button; type TCanvasProject = class(TW3CustomGameApplication) private forename, surname, full_name: string; frame_num: integer; protected procedure ApplicationStarting; override; procedure ApplicationClosing; override; procedure PaintView(Canvas: TW3Canvas); override; procedure Greeting(Canvas: TW3Canvas); end; implementation procedure TCanvasProject.ApplicationStarting; begin inherited; GameView.Delay := 20; full_name := w3_prompt('Please enter your forename then surname separated by a space'); var space_pos := pos(' ', full_name); forename := leftStr(full_name, space_pos - 1); surname := rightStr(full_name, length(full_name) - space_pos); GameView.StartSession(False); end; procedure TCanvasProject.ApplicationClosing; begin GameView.EndSession; inherited; end; procedure TCanvasProject.Greeting(Canvas: TW3Canvas); begin Canvas.Font := '10pt verdana'; Canvas.FillStyle := 'rgb(255, 255, 255)'; Canvas.FillText('Hello, ' + forename + '!', 10, 20); Canvas.FillText('Enjoy the game!', 10, 40); Canvas.FillText('See if you can top our leader board ...', 10, 60); Canvas.FillText('or at least be the best ' + surname + '.', 10, 80); end; procedure TCanvasProject.PaintView(Canvas: TW3Canvas); begin inc(frame_num); //Clear background Canvas.FillStyle := 'rgb(0, 0, 99)'; Canvas.FillRectF(0, 0, GameView.Width, GameView.Height); if frame_num < 5000 div GameView.Delay then Greeting(Canvas); end; end.
From the page of internal string functions for DWScript you can see the existence of many string routines such as floatToStr, strToFloat, delete, insert, lowerCase, upperCase, posEx, revPos, trim, trimLeft, trimRight, compareText, compareStr, dupeString, strAfter and strBefore. This section of code demonstrates the syntax for the use of some of these:
var assessment := 'Your score is good.'; insert('quite ', assessment, 15); ShowMessage(assessment); delete(assessment, 15, 6); ShowMessage(assessment); ShowMessage(upperCase(assessment)); var firstWord := strBefore(assessment, ' '); ShowMessage('First word: ' + firstWord); var spacePos1 := pos(' ', assessment); var spacePos2 := posEx(' ', assessment, spacePos1 + 1); var secondWord := midStr(assessment, spacePos1 + 1, spacePos2 - SpacePos1 - 1); ShowMessage('Second word: ' + secondWord); assessment := format('Your score of %d is %s.', [90, 'excellent']); ShowMessage(assessment); var strCaps := 'JOE'; var strLowerCase := 'joe'; if compareText(strCaps, strLowerCase) = 0 then ShowMessage('JOE and joe same by compareText') else ShowMessage('JOE and joe different by compareText'); if compareStr(strCaps, strLowerCase) = 0 then ShowMessage('JOE and joe same by compareStr') else ShowMessage('JOE and joe different by compareStr');
Storing and Loading Data
In the tutorial section entitled Storing and Loading Data we demonstrate for a console application the use of strSplit and strJoin for storing and loading the contents of arrays. You might have disparate data to store such as the current score and the coordinates and health of player and enemies. You should be prepared to write your own routines for converting these to and from the comma-separated lists of strings that are convenient for storage.