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Making stuff less bad I hope...

master
Ognjen Milan Robovic 7 months ago
parent
commit
83e04221d9
4 changed files with 47 additions and 46 deletions
  1. +26
    -26
      core.adb
  2. +8
    -8
      main.adb
  3. +8
    -8
      map.adb
  4. +5
    -4
      player.adb

+ 26
- 26
core.adb View File

@@ -12,60 +12,60 @@

with ada.text_io;

package core is
package body core is

------------------------------------------------------------------------------------------

procedure delete is
procedure screen_delete is
begin
ada.text_io.put (escape & "[2J");
end delete;
end screen_delete;

procedure offset is
procedure screen_offset is
begin
ada.text_io.put (escape & "[H");
end offset;
end screen_offset;

procedure hide_cursor is
procedure screen_hide_cursor is
begin
ada.text_io.put (escape & "[?25l");
end hide_cursor;
end screen_hide_cursor;

procedure show_cursor is
procedure screen_show_cursor is
begin
ada.text_io.put (escape & "[?25h");
end show_cursor;
end screen_show_cursor;

procedure new_line is
procedure screen_new_line is
begin
ada.text_io.put (carriage_return & line_feed);
end new_line;
end screen_new_line;

procedure render_character (symbol : character := ' ';
colour : character := colour.white;
effect : character := effect.normal;
y : height := 0;
x : width := 0) is
procedure render_character (symbol : character := ' ';
colour : character := '7';
effect : character := '0';
y : screen_height := 0;
x : screen_width := 0) is
begin
symbol_matrix (y, x) := symbol;
colour_matrix (y, x) := colour;
effect_matrix (y, x) := effect;
screen_symbol (y, x) := symbol;
screen_colour (y, x) := colour;
screen_effect (y, x) := effect;
end render_character;

procedure render_buffer is
format : string (1 .. 12) := escape & "[E;3CmS" & escape & "[0m";
begin
offset;
for y in height
screen_offset;
for y in screen_height
loop
for x in width
for x in screen_width
loop
format (8) := symbol_matrix (y, x);
format (6) := colour_matrix (y, x);
format (3) := effect_matrix (y, x);
format (8) := screen_symbol (y, x);
format (6) := screen_colour (y, x);
format (3) := screen_effect (y, x);
ada.text_io.put (format);
end loop;
new_line;
screen_new_line;
end loop;
end render_buffer;



+ 8
- 8
main.adb View File

@@ -12,7 +12,7 @@

with ada.text_io;

with core, action, screen, map, item, magic, ammunition, weapon, armour, plant, animal, monster, player;
with core, action, map, item, magic, ammunition, weapon, armour, plant, animal, monster, player;

function main return integer is

@@ -164,19 +164,19 @@ begin
action.bind ('a', player.move_left'access);
action.bind ('d', player.move_right'access);

screen.delete;
screen.offset;
screen.hide_cursor;
core.screen_delete;
core.screen_offset;
core.screen_hide_cursor;

generate_map;
map.generate;

------------------------------------------------------------------------------------------

loop
action.signal := core.cancel;
render_map;
map.render;
player.render;
screen.render_buffer;
core.render_buffer;
ada.text_io.get_immediate (action.signal);
action.list (character'pos (action.signal)).all;
exit when action.active = false;
@@ -184,7 +184,7 @@ begin

------------------------------------------------------------------------------------------

screen.show_cursor;
core.screen_show_cursor;

return 0;



+ 8
- 8
map.adb View File

@@ -10,7 +10,7 @@
-- write a new program in Ada, a tiny game. Work in progress, it's messy and ugly for now...
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

with core, screen;
with core;

package body map is

@@ -22,7 +22,7 @@ package body map is
loop
for x in width
loop
map_matrical_data (y, x) := (MAP_WOODEN_FLOOR, map_constant_data (MAP_WOODEN_FLOOR).condition_limit);
matrical_data (y, x) := (MAP_WOODEN_FLOOR, constant_data (MAP_WOODEN_FLOOR).condition_limit);
end loop;
end loop;
end generate;
@@ -32,14 +32,14 @@ package body map is
colour : character := core.colour.white;
effect : character := core.effect.normal;
begin
for y in screen.height
for y in core.screen_height
loop
for x in screen.width
for x in core.screen_width
loop
symbol := map_constant_data (map_matrical_data (map_height (y), map_width (x)).map).symbol;
colour := map_constant_data (map_matrical_data (map_height (y), map_width (x)).map).colour;
effect := map_constant_data (map_matrical_data (map_height (y), map_width (x)).map).effect;
screen.render_character (symbol, colour, effect, y, x);
symbol := constant_data (matrical_data (height (y), width (x)).map).symbol;
colour := constant_data (matrical_data (height (y), width (x)).map).colour;
effect := constant_data (matrical_data (height (y), width (x)).map).effect;
core.render_character (symbol, colour, effect, y, x);
end loop;
end loop;
end render;


+ 5
- 4
player.adb View File

@@ -10,17 +10,18 @@
-- write a new program in Ada, a tiny game. Work in progress, it's messy and ugly for now...
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

with core, screen;

use screen;
with core;

package body player is

------------------------------------------------------------------------------------------

use type core.screen_width;
use type core.screen_height;

procedure render is
begin
screen.render_character ('@', core.colour.cyan, core.effect.bold, screen.height (data.y), screen.width (data.x));
core.render_character ('@', core.colour.cyan, core.effect.bold, core.screen_height (data.y), core.screen_width (data.x));
end render;

procedure move_up is


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