I am starting to be proud of this...
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09ff673b61
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@ -16,13 +16,13 @@ package body action is
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------------------------------------------------------------------------------------------
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procedure bind (symbol : character := core.CANCEL;
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procedure bind (symbol : character := core.cancel;
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mimimi : procedure_pointer := game_idle'access) is
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begin
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list (character'pos (symbol)) := mimimi;
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end bind;
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procedure unbind (symbol : character := core.CANCEL) is
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procedure unbind (symbol : character := core.cancel) is
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begin
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list (character'pos (symbol)) := game_idle'access;
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end unbind;
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@ -12,21 +12,38 @@
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with ada.text_io;
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with core;
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package body screen is
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package core is
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------------------------------------------------------------------------------------------
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procedure delete is begin ada.text_io.put (core.ESCAPE & "[2J"); end delete;
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procedure offset is begin ada.text_io.put (core.ESCAPE & "[H"); end offset;
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procedure hide_cursor is begin ada.text_io.put (core.ESCAPE & "[?25l"); end hide_cursor;
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procedure show_cursor is begin ada.text_io.put (core.ESCAPE & "[?25h"); end show_cursor;
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procedure new_line is begin ada.text_io.put (core.CARRIAGE_RETURN & core.LINE_FEED); end new_line;
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procedure delete is
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begin
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ada.text_io.put (escape & "[2J");
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end delete;
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procedure offset is
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begin
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ada.text_io.put (escape & "[H");
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end offset;
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procedure hide_cursor is
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begin
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ada.text_io.put (escape & "[?25l");
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end hide_cursor;
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procedure show_cursor is
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begin
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ada.text_io.put (escape & "[?25h");
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end show_cursor;
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procedure new_line is
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begin
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ada.text_io.put (carriage_return & line_feed);
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end new_line;
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procedure render_character (symbol : character := ' ';
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colour : character := core.colour.white;
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effect : character := core.effect.normal;
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colour : character := colour.white;
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effect : character := effect.normal;
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y : height := 0;
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x : width := 0) is
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begin
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@ -36,7 +53,7 @@ package body screen is
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end render_character;
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procedure render_buffer is
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format : string (1 .. 12) := core.ESCAPE & "[E;3CmS" & core.ESCAPE & "[0m";
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format : string (1 .. 12) := escape & "[E;3CmS" & escape & "[0m";
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begin
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offset;
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for y in height
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@ -54,4 +71,4 @@ package body screen is
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------------------------------------------------------------------------------------------
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end screen;
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end core;
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82
main.adb
82
main.adb
@ -12,88 +12,10 @@
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with ada.text_io;
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with core, action, screen, item, magic, ammunition, weapon, armour, plant, animal, monster, player;
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with core, action, screen, map, item, magic, ammunition, weapon, armour, plant, animal, monster, player;
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function main return integer is
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type map_list is (
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MAP_STONE_WALL, MAP_WOODEN_WALL, MAP_STONE_FLOOR, MAP_WOODEN_FLOOR, MAP_WATER_SHALLOW, MAP_WATER_DEEP, MAP_SWAMP_SHALLOW, MAP_SWAMP_DEEP
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);
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------------------------------------------------------------------------------------------
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type map_mark is mod 72;
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type map_width is mod 120;
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type map_height is mod 40;
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type map_constant_type is new core.entity_constant_type with
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record
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collide : boolean := false;
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condition_limit : natural := 0;
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end record;
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type map_variable_type is new core.entity_variable_type with
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record
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entity : core.entity_list := core.ENTITY_NULL;
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identifier : natural := 0;
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end record;
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type map_matrical_type is
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record
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map : map_list := MAP_STONE_FLOOR;
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condition : natural := 0;
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end record;
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type map_constant_list is array (map_list) of map_constant_type;
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type map_variable_list is array (map_mark) of map_variable_type;
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type map_matrical_list is array (map_height, map_width) of map_matrical_type;
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------------------------------------------------------------------------------------------
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map_constant_data : constant map_constant_list := (
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(core.ENTITY_MAP, "Stone Wall ", '#', core.colour.grey, core.effect.bold, true, 59),
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(core.ENTITY_MAP, "Wooden Wall ", '#', core.colour.yellow, core.effect.normal, false, 23),
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(core.ENTITY_MAP, "Stone Floor ", '.', core.colour.grey, core.effect.bold, true, 47),
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(core.ENTITY_MAP, "Wooden Floor ", '.', core.colour.yellow, core.effect.normal, false, 11),
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(core.ENTITY_MAP, "Water (shallow) ", '~', core.colour.blue, core.effect.normal, false, 0),
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(core.ENTITY_MAP, "Water (deep) ", '~', core.colour.blue, core.effect.bold, true, 0),
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(core.ENTITY_MAP, "Swamp (shallow) ", '~', core.colour.green, core.effect.normal, false, 0),
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(core.ENTITY_MAP, "Swamp (deep) ", '~', core.colour.green, core.effect.bold, true, 0)
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);
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map_variable_data : map_variable_list;
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map_matrical_data : map_matrical_list;
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------------------------------------------------------------------------------------------
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procedure generate_map is
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begin
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for y in map_height
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loop
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for x in map_width
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loop
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map_matrical_data (y, x) := (MAP_WOODEN_FLOOR, map_constant_data (MAP_WOODEN_FLOOR).condition_limit);
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end loop;
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end loop;
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end generate_map;
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procedure render_map is
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symbol : character := ' ';
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colour : character := core.colour.white;
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effect : character := core.effect.normal;
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begin
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for y in screen.height
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loop
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for x in screen.width
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loop
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symbol := map_constant_data (map_matrical_data (map_height (y), map_width (x)).map).symbol;
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colour := map_constant_data (map_matrical_data (map_height (y), map_width (x)).map).colour;
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effect := map_constant_data (map_matrical_data (map_height (y), map_width (x)).map).effect;
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screen.render_character (symbol, colour, effect, y, x);
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end loop;
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end loop;
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end render_map;
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Player
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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@ -251,7 +173,7 @@ begin
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------------------------------------------------------------------------------------------
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loop
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action.signal := core.CANCEL;
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action.signal := core.cancel;
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render_map;
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player.render;
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screen.render_buffer;
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@ -10,39 +10,40 @@
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-- write a new program in Ada, a tiny game. Work in progress, it's messy and ugly for now...
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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with core;
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with core, screen;
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package screen is
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package body map is
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------------------------------------------------------------------------------------------
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type width is mod 120;
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type height is mod 40;
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procedure generate is
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begin
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for y in height
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loop
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for x in width
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loop
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map_matrical_data (y, x) := (MAP_WOODEN_FLOOR, map_constant_data (MAP_WOODEN_FLOOR).condition_limit);
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end loop;
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end loop;
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end generate;
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type matrix is array (height, width) of character;
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------------------------------------------------------------------------------------------
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symbol_matrix : matrix := (others => (others => core.CANCEL));
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colour_matrix : matrix := (others => (others => core.colour.white));
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effect_matrix : matrix := (others => (others => core.effect.normal));
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------------------------------------------------------------------------------------------
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procedure delete;
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procedure offset;
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procedure hide_cursor;
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procedure show_cursor;
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procedure new_line;
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procedure render_character (symbol : character := ' ';
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procedure render is
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symbol : character := ' ';
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colour : character := core.colour.white;
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effect : character := core.effect.normal;
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y : height := 0;
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x : width := 0);
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procedure render_buffer;
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begin
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for y in screen.height
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loop
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for x in screen.width
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loop
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symbol := map_constant_data (map_matrical_data (map_height (y), map_width (x)).map).symbol;
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colour := map_constant_data (map_matrical_data (map_height (y), map_width (x)).map).colour;
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effect := map_constant_data (map_matrical_data (map_height (y), map_width (x)).map).effect;
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screen.render_character (symbol, colour, effect, y, x);
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end loop;
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end loop;
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end render;
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------------------------------------------------------------------------------------------
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end screen;
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end map;
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23
player.adb
23
player.adb
@ -23,10 +23,25 @@ package body player is
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screen.render_character ('@', core.colour.cyan, core.effect.bold, screen.height (data.y), screen.width (data.x));
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end render;
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procedure move_up is begin player.data.y := player.data.y - 1; end move_up;
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procedure move_down is begin player.data.y := player.data.y + 1; end move_down;
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procedure move_left is begin player.data.x := player.data.x - 1; end move_left;
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procedure move_right is begin player.data.x := player.data.x + 1; end move_right;
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procedure move_up is
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begin
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player.data.y := player.data.y - 1;
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end move_up;
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procedure move_down is
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begin
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player.data.y := player.data.y + 1;
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end move_down;
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procedure move_left is
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begin
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player.data.x := player.data.x - 1;
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end move_left;
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procedure move_right is
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begin
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player.data.x := player.data.x + 1;
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end move_right;
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------------------------------------------------------------------------------------------
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