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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, might, magic, equipment, unit, construction, chad, deity, world, ai;
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with core , ui , effect , attribute , skill , resource , faction , material , equipment , unit , construction , chad , world ;
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with ada.strings.unbounded ;
use ada.strings.unbounded ;
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use core ;
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procedure main is
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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side_panel : integer := 0 ;
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preview_width : integer := 0 ;
preview_height : integer := 0 ;
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text_box_height : integer := 0 ;
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player : chad . data := (
index => chad . ognjen ,
attributes => ( 1 , 2 , 3 , 4 , 5 , 6 ) ,
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skills => ( 1 , 2 , 3 , 4 , 5 , 6 , 7 , 8 , 9 , others => 0 ) ,
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resources => ( 101 , 103 , 107 , 109 , 113 , 127 )
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) ;
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------------------------------------------------------------------------------------------
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type view is (
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map_preview_panel , status_preview_panel , text_box_panel
) ;
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view_icon : array ( view ) of sprite := ( others => ( others => 0 ) ) ;
view_list : array ( view ) of boolean := ( others => true ) ;
view_text : array ( view ) of long_string := (
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"Toggle map preview panel. " ,
"Toggle status preview panel. " ,
"Toggle text box panel. "
) ;
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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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view_show : array ( view ) of access procedure := (
swap_map_preview_panel ' access ,
swap_status_preview_panel ' access ,
swap_text_box_panel ' access
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) ;
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game_title : sprite ;
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game_preview : array ( world . biome ) of sprite ;
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switch : natural := 0 ;
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choose : world . biome := world . grass ;
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------------------------------------------------------------------------------------------
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procedure check_move_camera_up is
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begin
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move_camera_up ;
camera . y := clip ( camera . y , 0 , world . map . height - 1 ) ;
if world . map . clips ( camera . x , camera . y ) then
increment ( camera . y ) ;
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end if ;
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end check_move_camera_up ;
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procedure check_move_camera_down is
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begin
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move_camera_down ;
camera . y := clip ( camera . y , 0 , world . map . height - 1 ) ;
if world . map . clips ( camera . x , camera . y ) then
decrement ( camera . y ) ;
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end if ;
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end check_move_camera_down ;
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procedure check_move_camera_left is
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begin
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move_camera_left ;
camera . x := clip ( camera . x , 0 , world . map . width - 1 ) ;
if world . map . clips ( camera . x , camera . y ) then
increment ( camera . x ) ;
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end if ;
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end check_move_camera_left ;
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procedure check_move_camera_right is
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begin
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move_camera_right ;
camera . x := clip ( camera . x , 0 , world . map . width - 1 ) ;
if world . map . clips ( camera . x , camera . y ) then
decrement ( camera . x ) ;
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end if ;
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end check_move_camera_right ;
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procedure ui_main_style is
begin
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ui . active := ui . style ' val ( ( ui . style ' pos ( ui . active ) + 1 ) mod ui . style_count ) ;
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end ui_main_style ;
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procedure zoom_in is begin zoom := 2 ; end zoom_in ;
procedure zoom_out is begin zoom := 1 ; end zoom_out ;
signal_list : constant array ( signal_code ) of access procedure := (
signal_up => check_move_camera_up ' access ,
signal_down => check_move_camera_down ' access ,
signal_left => check_move_camera_left ' access ,
signal_right => check_move_camera_right ' access ,
signal_v => ui_main_style ' access ,
signal_kp_add => zoom_in ' access ,
signal_kp_subtract => zoom_out ' access ,
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signal_m => world . reveal_map ' access ,
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others => idle_skip ' access
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) ;
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------------------------------------------------------------------------------------------
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procedure main_menu is
begin
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draw ( game_preview ( world . ash ) , center_x ( game_preview ( world . ash ) . width * 2 ) , center_y ( game_preview ( world . ash ) . height * 2 ) , factor => 2 ) ;
draw ( game_title , center_x ( game_title . width * 2 ) , center_y ( game_title . height * 2 ) , factor => 2 ) ;
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--
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ui . write ( "Main Menu" , 0 , 0 ) ;
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--
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ui . draw_check_box ( 0 , 32 , view_list ( map_preview_panel ) , "map_preview_panel" ) ;
ui . draw_check_box ( 0 , 64 , view_list ( status_preview_panel ) , "status_preview_panel" ) ;
ui . draw_check_box ( 0 , 96 , view_list ( text_box_panel ) , "text_box_panel" ) ;
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end main_menu ;
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view_source_code : natural := 25 ;
source_code : array ( 0 . . 35 ) of unbounded_string := (
to_unbounded_string ( "./source/ai.adb" ) ,
to_unbounded_string ( "./source/ai.ads" ) ,
to_unbounded_string ( "./source/attribute.adb" ) ,
to_unbounded_string ( "./source/attribute.ads" ) ,
to_unbounded_string ( "./source/chad.adb" ) ,
to_unbounded_string ( "./source/chad.ads" ) ,
to_unbounded_string ( "./source/construction.adb" ) ,
to_unbounded_string ( "./source/construction.ads" ) ,
to_unbounded_string ( "./source/core.adb" ) ,
to_unbounded_string ( "./source/core.ads" ) ,
to_unbounded_string ( "./source/deity.adb" ) ,
to_unbounded_string ( "./source/deity.ads" ) ,
to_unbounded_string ( "./source/effect.adb" ) ,
to_unbounded_string ( "./source/effect.ads" ) ,
to_unbounded_string ( "./source/equipment.adb" ) ,
to_unbounded_string ( "./source/equipment.ads" ) ,
to_unbounded_string ( "./source/faction.adb" ) ,
to_unbounded_string ( "./source/faction.ads" ) ,
to_unbounded_string ( "./source/magic.adb" ) ,
to_unbounded_string ( "./source/magic.ads" ) ,
to_unbounded_string ( "./source/main.adb" ) ,
to_unbounded_string ( "./source/material.adb" ) ,
to_unbounded_string ( "./source/material.ads" ) ,
to_unbounded_string ( "./source/might.adb" ) ,
to_unbounded_string ( "./source/might.ads" ) ,
to_unbounded_string ( "./source/ray.ads" ) ,
to_unbounded_string ( "./source/resource.adb" ) ,
to_unbounded_string ( "./source/resource.ads" ) ,
to_unbounded_string ( "./source/skill.adb" ) ,
to_unbounded_string ( "./source/skill.ads" ) ,
to_unbounded_string ( "./source/ui.adb" ) ,
to_unbounded_string ( "./source/ui.ads" ) ,
to_unbounded_string ( "./source/unit.adb" ) ,
to_unbounded_string ( "./source/unit.ads" ) ,
to_unbounded_string ( "./source/world.adb" ) ,
to_unbounded_string ( "./source/world.ads" )
) ;
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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begin
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dash ;
echo ( comment , "Copyright (C) 2024 -- Ognjen 'xolatile' Milan Robovic" ) ;
echo ( comment , "Version -- 1.0.0" ) ;
echo ( comment , "License -- GNU/GPLv3+" ) ;
echo ( comment , "Xhads is free software, you can redistribute it and modify it under the terms of the GNU General Public License by Free Software Foundation." ) ;
dash ;
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initialize ;
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ui . active := ui . main ;
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ui . configure ;
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--~play (import_song (c_string ("./song/main_menu.ogg")).index);
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attribute . configure ;
skill . configure ;
resource . configure ;
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--~might.configure;
--~magic.configure;
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material . configure ;
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equipment . configure ;
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unit . configure ;
construction . configure ;
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chad . configure ;
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world . configure ;
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--~ai.configure;
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world . make ( world . grass , 240 , 180 ) ;
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--~source_code := import_text ("./source/ai.adb");
--~source_code := new string_box_data_array (0 .. 35);
--~source_code := new string_box_data_array (0 .. 2);
--~for index in 0 .. 35 loop
--~source_code (index) := (null, ada.strings.unbounded.null_unbounded_string, (0, 0));
--~end loop;
--~import_text (source_code (0), "./source/ai.adb");
--~import_text (source_code (1), "./source/ai.ads");
--~import_text (source_code (2), "./source/attribute.adb");
--~import_text (source_code (3), "./source/attribute.ads");
--~import_text (source_code (4), "./source/chad.adb");
--~import_text (source_code (5), "./source/chad.ads");
--~import_text (source_code (6), "./source/construction.adb");
--~import_text (source_code (7), "./source/construction.ads");
--~import_text (source_code (8), "./source/core.adb");
--~import_text (source_code (9), "./source/core.ads");
--~import_text (source_code (10), "./source/deity.adb");
--~import_text (source_code (11), "./source/deity.ads");
--~import_text (source_code (12), "./source/effect.adb");
--~import_text (source_code (13), "./source/effect.ads");
--~import_text (source_code (14), "./source/equipment.adb");
--~import_text (source_code (15), "./source/equipment.ads");
--~import_text (source_code (16), "./source/faction.adb");
--~import_text (source_code (17), "./source/faction.ads");
--~import_text (source_code (18), "./source/magic.adb");
--~import_text (source_code (19), "./source/magic.ads");
--~import_text (source_code (20), "./source/main.adb");
--~import_text (source_code (21), "./source/material.adb");
--~import_text (source_code (22), "./source/material.ads");
--~import_text (source_code (23), "./source/might.adb");
--~import_text (source_code (24), "./source/might.ads");
--~import_text (source_code (25), "./source/ray.ads");
--~import_text (source_code (26), "./source/resource.adb");
--~import_text (source_code (27), "./source/resource.ads");
--~import_text (source_code (28), "./source/skill.adb");
--~import_text (source_code (29), "./source/skill.ads");
--~import_text (source_code (30), "./source/ui.adb");
--~import_text (source_code (31), "./source/ui.ads");
--~import_text (source_code (32), "./source/unit.adb");
--~import_text (source_code (33), "./source/unit.ads");
--~import_text (source_code (34), "./source/world.adb");
--~import_text (source_code (35), "./source/world.ads");
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dash ;
echo ( success , "Successfully initialized game data, entering main gameplay loop." ) ;
dash ;
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for index in view loop
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view_icon ( index ) := import_sprite ( "./sprite/ui/icon/" & lowercase ( view ' image ( index ) ) & ".png" , 1 , 1 ) ;
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end loop ;
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game_title := import_sprite ( "./sprite/game_title.png" , 1 , 1 ) ;
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for index in world . biome loop
game_preview ( index ) := import_sprite ( "./sprite/" & lowercase ( world . biome ' image ( index ) ) & "land_preview.png" , 1 , 1 ) ;
end loop ;
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------------------------------------------------------------------------------------------
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introduction_loop : loop
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synchronize ;
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--
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exit when signal_mode = signal_space or cursor_mode = 2 ;
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--
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case signal_mode is
when signal_none => null ;
when signal_space => null ;
when others => switch := ( switch + 1 ) mod world . biome_count ;
choose := world . biome ' val ( switch ) ;
end case ;
--
draw ( game_preview ( choose ) , center_x ( game_preview ( choose ) . width * 2 ) , center_y ( game_preview ( choose ) . height * 2 ) , factor => 2 ) ;
draw ( game_title , center_x ( game_title . width * 2 ) , center_y ( game_title . height * 2 ) , factor => 2 ) ;
--
ui . write ( "[-- Please press Spacebar to continue]" , 0 , center_y ( 24 ) , ( 102 , 102 , 102 , 255 ) ) ;
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end loop introduction_loop ;
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cursor_mode := 0 ;
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main_menu_loop : loop
synchronize ;
--
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exit when signal_mode = signal_space or cursor_mode = 2 ;
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--
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--~main_menu;
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--
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declare source_code_data : string_box_data ;
begin
import_text ( source_code_data , to_string ( source_code ( view_source_code ) ) ) ;
if cursor_mode = 1 then view_source_code := ( view_source_code + 1 ) mod 36 ; cursor_mode := 0 ; end if ;
ui . write_ada_code ( source_code_data , 0 , 0 ) ;
end ;
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end loop main_menu_loop ;
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cursor_mode := 0 ;
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ui . active := ui . style ' val ( faction . enumeration ' pos ( chad . trait ( player . index ) . kind ) + 1 ) ;
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gameplay_loop : loop
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synchronize ;
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--
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exit when engine_active = false ;
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--
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if not view_list ( status_preview_panel ) then
side_panel := 0 ;
else
side_panel := window_width / 4 ;
end if ;
--
preview_width := window_width - side_panel ;
preview_height := window_height - text_box_height ;
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
ui . draw_tiny_menu ( preview_width , 0 , side_panel , preview_height ) ;
chad . draw_data ( player , preview_width + 32 , 32 ) ;
--~ui.draw_state_box (preview_width + 32, 32);
end if ;
--
if view_list ( text_box_panel ) then
ui . draw_help_box ( 0 , window_height - text_box_height , window_width - icon * ( view ' pos ( view ' last ) + 1 ) , text_box_height ) ;
end if ;
--
for index in view loop
ui . draw_icon ( view_icon ( index ) , view_text ( index ) ,
window_width - icon * ( view ' pos ( view ' last ) + 1 ) + icon * view ' pos ( index ) ,
window_height - text_box_height ,
view_show ( index ) ) ;
end loop ;
--
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resource . draw_points ( player . resources , ( preview_width - 4 * icon * resource . count ) / 2 , ( if view_list ( map_preview_panel ) then icon else 0 ) ) ;
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ui . draw_fill_bar ( ( preview_width - 320 ) / 2 , 4 * ( if view_list ( map_preview_panel ) then icon else 0 ) , 320 , 0.6 ) ;
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--
signal_list ( signal_mode ) . all ;
--
--~magic.menu (0, 0, true);
--~might.menu (0, 0, true);
--
chad . draw_alice ;
--
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ui . write ( framerate ' image , window_width - 5 * core . icon + 3 , window_height - 27 ) ;
--
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ui . synchronize ;
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end loop gameplay_loop ;
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--~world.mapshot ("./test.png");
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------------------------------------------------------------------------------------------
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deinitialize ;
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dash ;
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end main ;