From 83e04221d91fdf5c46f31ad395faf8c258b61253 Mon Sep 17 00:00:00 2001 From: xolatile Date: Sun, 15 Oct 2023 12:35:38 -0400 Subject: [PATCH] Making stuff less bad I hope... --- core.adb | 52 ++++++++++++++++++++++++++-------------------------- main.adb | 16 ++++++++-------- map.adb | 16 ++++++++-------- player.adb | 9 +++++---- 4 files changed, 47 insertions(+), 46 deletions(-) diff --git a/core.adb b/core.adb index 7283199..21f4830 100644 --- a/core.adb +++ b/core.adb @@ -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; diff --git a/main.adb b/main.adb index f414ed1..b828dc2 100644 --- a/main.adb +++ b/main.adb @@ -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; diff --git a/map.adb b/map.adb index 8020be0..4c371e3 100644 --- a/map.adb +++ b/map.adb @@ -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; diff --git a/player.adb b/player.adb index 10a5c78..3361deb 100644 --- a/player.adb +++ b/player.adb @@ -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