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-- Copyright (c) 2024 - Ognjen 'xolatile' Milan Robovic
--
-- GNU General Public Licence (version 3 or later)
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pragma ada_2012 ;
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with core , ui , effect , attribute , skill , resource , faction , deity , material , magic , equipment , unit , construction , chad , world ;
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use type core . cursor_code ;
use type core . signal_code ;
use type core . point ;
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procedure main is
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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type view is (
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map_preview_panel ,
status_preview_panel ,
text_box_panel ,
fullscreen
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) ;
------------------------------------------------------------------------------------------
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procedure swap_map_preview_panel ;
procedure swap_status_preview_panel ;
procedure swap_text_box_panel ;
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procedure swap_fullscreen ;
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procedure ui_main_style ;
procedure zoom_in ;
procedure zoom_out ;
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------------------------------------------------------------------------------------------
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signal_list : constant array ( core . signal_code ) of access procedure := (
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core . signal_up => world . player_up ' access ,
core . signal_down => world . player_down ' access ,
core . signal_left => world . player_left ' access ,
core . signal_right => world . player_right ' access ,
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core . signal_v => ui_main_style ' access ,
core . signal_kp_add => zoom_in ' access ,
core . signal_kp_subtract => zoom_out ' access ,
core . signal_f1 => world . resource_cheat_1 ' access ,
core . signal_f2 => world . resource_cheat_2 ' access ,
core . signal_f3 => world . resource_cheat_3 ' access ,
core . signal_f4 => world . resource_cheat_4 ' access ,
core . signal_f5 => world . resource_cheat_5 ' access ,
core . signal_f6 => world . resource_cheat_6 ' access ,
core . signal_f7 => world . reveal_map ' access ,
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core . signal_f8 => world . restore_points ' access ,
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others => core . idle_skip ' access
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) ;
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view_show : array ( view ) of access procedure := (
swap_map_preview_panel ' access ,
swap_status_preview_panel ' access ,
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swap_text_box_panel ' access ,
swap_fullscreen ' access
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) ;
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view_icon : array ( view ) of core . sprite := ( others => ( others => 0 ) ) ;
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view_list : array ( view ) of boolean := ( fullscreen => false , others => true ) ;
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view_text : constant array ( view ) of access string := (
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new string ' ( "Toggle map preview panel." ) ,
new string ' ( "Toggle status preview panel." ) ,
new string ' ( "Toggle text box panel." ) ,
new string ' ( "Toggle fullscreen or windowed mode." )
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) ;
game_title : core . sprite ;
game_preview : array ( world . biome ) of core . sprite ;
switch : natural := 0 ;
choose : world . biome := world . grass ;
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view_source_code : natural := 17 ;
source_code : constant array ( 0 . . 22 ) of access string := (
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new string ' ( core . folder & "/source/ai.adb" ) ,
new string ' ( core . folder & "/source/ai.ads" ) ,
new string ' ( core . folder & "/source/attribute.ads" ) ,
new string ' ( core . folder & "/source/chad.ads" ) ,
new string ' ( core . folder & "/source/construction.ads" ) ,
new string ' ( core . folder & "/source/core.adb" ) ,
new string ' ( core . folder & "/source/core.ads" ) ,
new string ' ( core . folder & "/source/deity.ads" ) ,
new string ' ( core . folder & "/source/effect.ads" ) ,
new string ' ( core . folder & "/source/equipment.ads" ) ,
new string ' ( core . folder & "/source/faction.ads" ) ,
new string ' ( core . folder & "/source/magic.ads" ) ,
new string ' ( core . folder & "/source/main.adb" ) ,
new string ' ( core . folder & "/source/material.ads" ) ,
new string ' ( core . folder & "/source/might.ads" ) ,
new string ' ( core . folder & "/source/ray.ads" ) ,
new string ' ( core . folder & "/source/resource.ads" ) ,
new string ' ( core . folder & "/source/skill.ads" ) ,
new string ' ( core . folder & "/source/ui.adb" ) ,
new string ' ( core . folder & "/source/ui.ads" ) ,
new string ' ( core . folder & "/source/unit.ads" ) ,
new string ' ( core . folder & "/source/world.adb" ) ,
new string ' ( core . folder & "/source/world.ads" )
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) ;
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side_panel : integer := 0 ;
preview_width : integer := 0 ;
preview_height : integer := 0 ;
text_box_height : integer := 0 ;
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player : chad . information := (
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skills => ( skill . archery , skill . athletics , skill . tactics , skill . aerokinesis , skill . logistics , skill . leadership , skill . estates , skill . mysticism ) ,
points => ( others => ( 1 , 3 ) ) ,
--
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equipments => ( equipment . chest => equipment . iron_chestplate ,
equipment . head => equipment . iron_helmet ,
equipment . hands => equipment . iron_gauntlets ,
equipment . feet => equipment . iron_greaves ,
equipment . main_hand => equipment . iron_sword ,
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others => equipment . none ) ,
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others => <>
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) ;
------------------------------------------------------------------------------------------
procedure swap_map_preview_panel is begin view_list ( map_preview_panel ) := not view_list ( map_preview_panel ) ; end swap_map_preview_panel ;
procedure swap_status_preview_panel is begin view_list ( status_preview_panel ) := not view_list ( status_preview_panel ) ; end swap_status_preview_panel ;
procedure swap_text_box_panel is begin view_list ( text_box_panel ) := not view_list ( text_box_panel ) ; end swap_text_box_panel ;
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procedure swap_fullscreen is begin view_list ( fullscreen ) := not view_list ( fullscreen ) ; end swap_fullscreen ;
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------------------------------------------------------------------------------------------
procedure ui_main_style is
begin
ui . active := ui . style ' val ( ( ui . style ' pos ( ui . active ) + 1 ) mod ui . style_count ) ;
end ui_main_style ;
------------------------------------------------------------------------------------------
procedure zoom_in is begin core . zoom := 2 ; end zoom_in ;
procedure zoom_out is begin core . zoom := 1 ; end zoom_out ;
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------------------------------------------------------------------------------------------
procedure player_information is
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player_1 : chad . information renames world . map . chads ( 1 ) ;
--
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offset : constant integer := 8 ;
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x : constant integer := preview_width + core . icon ;
y : constant integer := core . icon ;
width : constant integer := side_panel - 2 * core . icon ;
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height : constant integer := chad . view_height + 8 * core . icon + 3 * core . base + 2 * offset ;
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more : constant natural := 10 ;
less : constant natural := 5 ;
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side : constant integer := chad . view_width + attribute . count * core . icon ;
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at_x : integer := x + offset ;
at_y : integer := y + offset ;
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begin
ui . draw_frame ( "--" , x , y , width , height ) ;
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ui . draw_sprite ( chad . view ( player_1 . index ) , chad . description ( player_1 . index ) . name . all , at_x , at_y , 0 ) ;
ui . draw_text_box ( at_x + chad . view_width , at_y , width - chad . view_width - 2 * offset , core . icon ) ;
ui . write ( chad . description ( player_1 . index ) . name . all , at_x + chad . view_width + less , at_y + less ) ;
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--
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ui . draw_text_box ( at_x + side , at_y + 1 * core . icon , width - side - 2 * offset , core . icon ) ;
ui . draw_text_box ( at_x + side , at_y + 2 * core . icon , width - side - 2 * offset , core . icon ) ;
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--
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ui . write ( chad . description ( player_1 . index ) . title . all , at_x + side + more , at_y + 1 * core . icon + more , code => true ) ;
ui . write ( "Level" & player_1 . level ' image , at_x + side + more , at_y + 2 * core . icon + more , code => true ) ;
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--
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at_x := x + chad . view_width + offset ;
at_y := y + core . icon + offset ;
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--
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for index in attribute . enumeration loop
ui . draw_icon ( attribute . icon ( index ) , attribute . description ( index ) . text . all , at_x , at_y ) ;
ui . draw_text_box ( at_x , at_y + core . icon , core . icon , core . icon ) ;
ui . write ( player_1 . attributes ( index ) . value ' image , at_x + less , at_y + core . icon + more , code => true ) ;
--
at_x := at_x + core . icon ;
end loop ;
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--
at_x := x + offset ;
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at_y := y + offset + chad . view_height ;
--
ui . draw_separator ( at_x , at_y , width - 2 * offset ) ;
--
at_y := at_y + core . base + core . icon ;
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--
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ui . draw_tiny_fill_bar ( at_x , at_y + 0 * core . icon , side , float ( player_1 . health . value ) / float ( player_1 . health . limit ) , ( 127 , 0 , 0 , 255 ) ) ;
ui . draw_tiny_fill_bar ( at_x , at_y + 1 * core . icon , side , float ( player_1 . mana . value ) / float ( player_1 . mana . limit ) , ( 0 , 0 , 127 , 255 ) ) ;
ui . draw_tiny_fill_bar ( at_x , at_y + 2 * core . icon , side , float ( player_1 . movement . value ) / float ( player_1 . movement . limit ) , ( 0 , 127 , 0 , 255 ) ) ;
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--
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ui . draw_text_box ( at_x + side , at_y - core . icon , width - side - 2 * offset , core . icon ) ;
ui . draw_text_box ( at_x + side , at_y , width - side - 2 * offset , core . icon ) ;
ui . draw_text_box ( at_x + side , at_y + core . icon , width - side - 2 * offset , core . icon ) ;
--
ui . write ( "Health" , at_x + side + more , at_y - core . icon + more , code => true ) ;
ui . write ( "Mana" , at_x + side + more , at_y + more , code => true ) ;
ui . write ( "Movement" , at_x + side + more , at_y + core . icon + more , code => true ) ;
--
ui . write ( player_1 . health . value ' image & " /" & player_1 . health . limit ' image , at_x + core . icon , at_y - core . icon + more , code => true ) ;
ui . write ( player_1 . mana . value ' image & " /" & player_1 . mana . limit ' image , at_x + core . icon , at_y + more , code => true ) ;
ui . write ( player_1 . movement . value ' image & " /" & player_1 . movement . limit ' image , at_x + core . icon , at_y + core . icon + more , code => true ) ;
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--
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at_y := at_y + 2 * core . icon ;
--
ui . draw_separator ( at_x , at_y , width - 2 * offset ) ;
--
at_y := at_y + core . base ;
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--
for index in equipment . kind loop
if equipment . enumeration ' pos ( player_1 . equipments ( index ) ) / = equipment . enumeration ' pos ( equipment . none ) then
ui . draw_overicon ( data => equipment . icon ( player_1 . equipments ( index ) ) ,
text => equipment . description ( player_1 . equipments ( index ) ) . name . all ,
x => at_x + equipment . kind ' pos ( index ) * core . icon ,
y => at_y ) ;
else
ui . draw_overicon ( data => equipment . slot ( index ) ,
text => "Slot '" & core . lowercase ( equipment . kind ( index ) ' image ) & "' is empty." ,
x => at_x + equipment . kind ' pos ( index ) * core . icon ,
y => at_y ) ;
end if ;
end loop ;
--
ui . draw_text_box ( x => at_x + ( equipment . kind ' pos ( equipment . kind ' last ) + 1 ) * core . icon ,
y => at_y ,
width => width - ( equipment . kind ' pos ( equipment . kind ' last ) + 1 ) * core . icon - 2 * offset ,
height => core . icon ) ;
--
ui . write ( text => "Equipment" ,
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x => at_x + ( equipment . kind ' pos ( equipment . kind ' last ) + 1 ) * core . icon + more ,
y => at_y + more ,
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code => true ) ;
--
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at_y := at_y + core . icon ;
--
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ui . draw_text_box ( at_x + side , at_y , width - side - 2 * offset , core . icon ) ;
ui . write ( "Skills" , at_x + side + more , at_y + more , code => true ) ;
--
for index in 0 . . chad . skill_limit - 1 loop
ui . draw_icon ( skill . icon ( player_1 . skills ( index ) ) , skill . description ( player_1 . skills ( index ) ) . text . all , at_x + index * core . icon , at_y ) ;
--~ui.write (player_1.points (index).value'image, at_x + index * core.icon + more, at_y + more, code => true);
end loop ;
--
at_y := at_y + core . icon ;
--
ui . draw_separator ( at_x , at_y , width - 2 * offset ) ;
--
at_y := at_y + core . base ;
--
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ui . draw_text_box ( at_x + side , at_y , width - side - 2 * offset , 3 * core . icon ) ;
ui . write ( "Inventory" , at_x + side + more , at_y + core . icon + more , code => true ) ;
--
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for index_y in 0 . . 2 loop
for index_x in 0 . . 7 loop
ui . draw_icon ( data => equipment . icon ( player_1 . items ( 8 * index_y + index_x ) ) ,
text => equipment . description ( player_1 . items ( 8 * index_y + index_x ) ) . name . all ,
x => at_x + index_x * core . icon ,
y => at_y + index_y * core . icon ) ;
end loop ;
end loop ;
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end player_information ;
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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begin
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core . dash ;
core . echo ( core . comment , "Copyright (C) 2024 -- Ognjen 'xolatile' Milan Robovic" ) ;
core . echo ( core . comment , "Version -- 1.0.0" ) ;
core . echo ( core . comment , "License -- GNU/GPLv3+" ) ;
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core . echo ( core . comment , "Xorana is free software, you can redistribute it and modify it under the terms of the GNU General Public License by Free Software Foundation." ) ;
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core . dash ;
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core . initialize ;
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ui . active := ui . main ;
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ui . configure ;
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--~core.play (core.import_song (core.c_string (core.folder & "/song/main_menu.ogg")).index);
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core . echo ( core . comment , "Configuring" & attribute . count ' image & " attribute components..." ) ;
--
for index in attribute . enumeration loop
attribute . icon ( index ) := core . import_sprite ( core . folder & "/icon/attribute/" & core . lowercase ( attribute . enumeration ' image ( index ) ) & ".png" , 1 , 1 ) ;
end loop ;
core . echo ( core . comment , "Configuring" & skill . count ' image & " skill components..." ) ;
--
for index in skill . enumeration loop
skill . icon ( index ) := core . import_sprite ( core . folder & "/icon/skill/" & core . lowercase ( skill . enumeration ' image ( index ) ) & ".png" , 1 , 1 ) ;
end loop ;
core . echo ( core . comment , "Configuring" & resource . count ' image & " resource components..." ) ;
--
for index in resource . enumeration loop
resource . icon ( index ) := core . import_sprite ( core . folder & "/icon/resource/" & core . lowercase ( resource . enumeration ' image ( index ) ) & ".png" , 1 , 1 ) ;
end loop ;
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core . echo ( core . comment , "Configuring" & magic . count ' image & " magic components..." ) ;
--
for index in magic . enumeration loop
declare folder : constant string := core . lowercase ( magic . school ' image ( magic . description ( index ) . kind ) ) ;
file : constant string := core . lowercase ( magic . enumeration ' image ( index ) ) ;
begin
magic . view ( index ) := core . import_sprite ( core . folder & "/view/magic/" & folder & "/" & file & ".png" , 1 , 1 ) ;
end ;
end loop ;
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core . echo ( core . comment , "Configuring" & material . count ' image & " material components..." ) ;
--
for index in material . enumeration loop
material . icon ( index ) := core . import_sprite ( core . folder & "/icon/material/" & core . lowercase ( material . enumeration ' image ( index ) ) & ".png" , 1 , 1 ) ;
end loop ;
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core . echo ( core . comment , "Configuring" & equipment . count ' image & " equipment components..." ) ;
--
for index in equipment . enumeration loop
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declare folder : constant string := core . lowercase ( equipment . kind ' image ( equipment . description ( index ) . slot ) ) ;
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file : constant string := core . lowercase ( equipment . enumeration ' image ( index ) ) ;
begin
equipment . sprite ( index ) := core . import_sprite ( core . folder & "/game/equipment/" & folder & "/" & file & ".png" , 4 , 6 ) ;
equipment . icon ( index ) := core . import_sprite ( core . folder & "/icon/equipment/" & folder & "/" & file & ".png" , 1 , 1 ) ;
end ;
end loop ;
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--
for index in equipment . kind loop
declare file : constant string := core . lowercase ( equipment . kind ' image ( index ) ) ;
begin
equipment . slot ( index ) := core . import_sprite ( core . folder & "/icon/engine/" & file & ".png" , 1 , 1 ) ;
end ;
end loop ;
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core . echo ( core . comment , "Configuring" & unit . count ' image & " unit components..." ) ;
--
for index in faction . fairy . . faction . imp loop
unit . base ( index ) := core . import_sprite ( core . folder & "/game/unit/" & core . lowercase ( faction . enumeration ' image ( index ) ) & "/base.png" , 4 , 6 ) ;
end loop ;
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core . echo ( core . comment , "Configuring" & deity . count ' image & " deity components..." ) ;
--
for index in deity . enumeration loop
deity . sprite ( index ) := core . import_sprite ( core . folder & "/game/deity/" & deity . enumeration ' image ( index ) & ".png" , 4 , 1 ) ;
end loop ;
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core . echo ( core . comment , "Configuring" & construction . count ' image & "construction components..." ) ;
--
for index in construction . enumeration loop
declare folder : constant string := core . lowercase ( faction . enumeration ' image ( construction . description ( index ) . kind ) ) ;
file : constant string := core . lowercase ( construction . enumeration ' image ( index ) ) ;
frames : constant integer := construction . description ( index ) . frames ;
begin
construction . sprite ( index ) := core . import_sprite ( core . folder & "/game/construction/" & folder & "/" & file & ".png" , frames , 1 ) ;
end ;
end loop ;
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core . echo ( core . comment , "Configuring" & chad . count ' image & "chad components..." ) ;
--
for index in chad . enumeration loop
chad . sprite ( index ) := core . import_sprite ( core . folder & "/game/chad/" & core . lowercase ( chad . enumeration ' image ( index ) ) & ".png" , 4 , 6 ) ;
chad . view ( index ) := core . import_sprite ( core . folder & "/view/chad/" & core . lowercase ( chad . enumeration ' image ( index ) ) & ".png" , 1 , 1 ) ;
end loop ;
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world . configure ;
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--~ai.configure;
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world . make ( world . grass , 640 , 480 , 8 ) ;
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world . add_chad ( player ) ;
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core . dash ;
core . echo ( core . success , "Successfully initialized game data, entering main gameplay loop." ) ;
core . dash ;
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for index in view loop
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view_icon ( index ) := core . import_sprite ( core . folder & "/icon/engine/" & core . lowercase ( view ' image ( index ) ) & ".png" , 1 , 2 ) ;
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end loop ;
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game_title := core . import_sprite ( core . folder & "/ui/game_title.png" , 1 , 1 ) ;
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for index in world . biome loop
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game_preview ( index ) := core . import_sprite ( core . folder & "/ui/preview/" & core . lowercase ( world . biome ' image ( index ) ) & "land.png" , 1 , 1 ) ;
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end loop ;
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------------------------------------------------------------------------------------------
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introduction_loop : loop
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core . synchronize ;
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--
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exit when core . signal_mode = core . signal_space or core . cursor_mode = core . cursor_right ;
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--
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case core . signal_mode is
when core . signal_none => null ;
when core . signal_space => null ;
when others => switch := ( switch + 1 ) mod world . biome_count ;
choose := world . biome ' val ( switch ) ;
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end case ;
--
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core . draw ( game_preview ( choose ) , core . center_x ( game_preview ( choose ) . width * 2 ) , core . center_y ( game_preview ( choose ) . height * 2 ) , factor => 2 ) ;
core . draw ( game_title , core . center_x ( game_title . width * 2 ) , core . center_y ( game_title . height * 2 ) , factor => 2 ) ;
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--
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ui . write ( "[-- Press Spacebar or RMB to continue]" , 0 , core . center_y ( 24 ) , ( 102 , 102 , 102 , 255 ) ) ;
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end loop introduction_loop ;
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core . cursor_mode := core . cursor_none ;
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--~main_menu_loop: loop
--~core.synchronize;
--~--
--~exit when core.signal_mode = core.signal_space or core.cursor_mode = core.cursor_right;
--~--
--~declare source_code_data : core.string_box_data;
--~begin
--~core.import_text (source_code_data, source_code (view_source_code).all);
--~--
--~if core.cursor_mode = core.cursor_left then
--~view_source_code := (view_source_code + 1) mod 23;
--~core.cursor_mode := core.cursor_none;
--~core.wheel := 0.0;
--~end if;
--~--
--~ui.write_ada_code (source_code_data, 0, integer (core.wheel) * 30);
--~end;
--~end loop main_menu_loop;
--~core.cursor_mode := core.cursor_none;
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world . load ( "heyo" ) ;
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ui . active := ui . style ' val ( faction . enumeration ' pos ( chad . description ( player . index ) . kind ) + 1 ) ;
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gameplay_loop : loop
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core . synchronize ;
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--
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exit when core . engine_active = false ;
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--
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if not view_list ( status_preview_panel ) then
side_panel := 0 ;
else
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side_panel := 480 ;
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end if ;
--
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preview_width := core . window_width - side_panel ;
preview_height := core . window_height - text_box_height ;
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text_box_height := 32 ;
--
world . draw ;
--
if view_list ( map_preview_panel ) then
ui . draw_menu ( 0 , 0 , preview_width , preview_height ) ;
end if ;
--
if view_list ( status_preview_panel ) then
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ui . draw_tiny_menu ( preview_width , 0 , side_panel , preview_height ) ;
--
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player_information ;
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--
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ui . draw_end_turn_button ( x => core . window_width - side_panel + side_panel / 2 - core . icon ,
y => core . window_height - core . icon - text_box_height - 106 - 2 * core . icon ) ;
--
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ui . draw_console_box ( x => core . window_width - core . icon - ( side_panel - 2 * core . icon ) ,
y => core . window_height - core . icon - text_box_height - 106 ,
width => side_panel - 2 * core . icon ,
height => 106 ) ;
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--~ui.draw_state_box (preview_width + 32, 32);
end if ;
--
if view_list ( text_box_panel ) then
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ui . draw_help_box ( 0 , core . window_height - text_box_height , core . window_width - core . icon * ( view ' pos ( view ' last ) + 1 ) , text_box_height ) ;
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--
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ui . write ( core . framerate ' image , core . window_width - core . icon * ( view ' pos ( view ' last ) + 1 ) - 64 , core . window_height - 27 ) ;
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end if ;
--
for index in view loop
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ui . draw_frame ( description => view_text ( index ) . all ,
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x => core . window_width - core . icon * ( view ' pos ( view ' last ) + 1 ) + core . icon * view ' pos ( index ) ,
y => core . window_height - core . icon ,
width => core . icon ,
height => core . icon ,
action => view_show ( index ) ) ;
--
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core . draw ( data => view_icon ( index ) ,
x => core . window_width - core . icon * ( view ' pos ( view ' last ) + 1 ) + core . icon * view ' pos ( index ) ,
y => core . window_height - core . icon ,
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ignore => true ,
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u => 0 ,
v => boolean ' pos ( view_list ( index ) ) * core . icon ,
factor => 1 ) ;
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end loop ;
--
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for index in resource . enumeration loop
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ui . draw_icon ( resource . icon ( index ) , resource . description ( index ) . text . all , ( preview_width - 6 * core . icon * resource . count ) / 2 + ( 6 * core . icon ) * resource . enumeration ' pos ( index ) , core . base ) ;
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ui . draw_frame ( resource . description ( index ) . text . all , ( preview_width - 6 * core . icon * resource . count ) / 2 + ( 6 * core . icon ) * resource . enumeration ' pos ( index ) + core . icon , core . base , 5 * core . icon , core . icon ) ;
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--
ui . write ( text => world . map . chads ( 1 ) . resources ( index ) . value ' image & " /" & world . map . chads ( 1 ) . resources ( index ) . limit ' image ,
x => ( preview_width - 6 * core . icon * resource . count ) / 2 + ( 6 * core . icon ) * resource . enumeration ' pos ( index ) + core . icon - 1 ,
y => core . base + 7 ,
size => 18 ) ;
end loop ;
--
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declare move_x : integer := ( preview_width - core . icon * material . count ) / 2 ;
begin
for index in material . enumeration loop
if world . map . chads ( 1 ) . materials ( index ) . value > 0 then
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ui . draw_icon ( material . icon ( index ) , material . description ( index ) . name . all , move_x , core . base + core . icon ) ;
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ui . draw_text_box ( move_x , core . base + core . icon + core . icon , core . icon , core . icon ) ;
ui . write ( world . map . chads ( 1 ) . materials ( index ) . value ' image , move_x , core . base + core . icon + core . icon + 8 , ( 255 , 255 , 255 , 255 ) , 15 , true ) ;
--
move_x := move_x + core . icon ;
end if ;
end loop ;
end ;
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--
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signal_list ( core . signal_mode ) . all ;
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--
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core . camera . x := world . map . chads ( 1 ) . x ;
core . camera . y := world . map . chads ( 1 ) . y ;
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--
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--~world.draw_performance_box;
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--
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ui . synchronize ;
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end loop gameplay_loop ;
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world . save ( "heyo" ) ;
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--~world.mapshot (core.folder & "/mapshot.png");
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------------------------------------------------------------------------------------------
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core . deinitialize ;
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core . dash ;
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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end main ;