xhads/source/main.adb

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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, item, unit, construction, chad, deity, world, ai;
with core, ui, effect, attribute, skill, resource, faction, item, unit, construction, chad, world;
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procedure main is
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
side_panel : integer := 0;
preview_width : integer := 0;
preview_height : integer := 0;
text_box_height : integer := 0;
player : chad.information := chad.trait (chad.ognjen);
------------------------------------------------------------------------------------------
type view is (
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map_preview_panel, status_preview_panel, text_box_panel
);
view_icon : array (view) of core.sprite := (others => (others => 0));
view_list : array (view) of boolean := (others => true);
view_text : array (view) of core.long_string := (
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"Toggle map preview panel. ",
"Toggle status preview panel. ",
"Toggle text box panel. "
);
procedure swap_map_preview_panel is begin view_list (map_preview_panel) := (if view_list (map_preview_panel) then false else true); end swap_map_preview_panel;
procedure swap_status_preview_panel is begin view_list (status_preview_panel) := (if view_list (status_preview_panel) then false else true); end swap_status_preview_panel;
procedure swap_text_box_panel is begin view_list (text_box_panel) := (if view_list (text_box_panel) then false else true); 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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procedure move_camera_up is
begin
core.move_camera_up;
core.camera.y := core.clip (core.camera.y, 0, world.map.height - 1);
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if world.map.clips (core.camera.x, core.camera.y) then
core.increment (core.camera.y);
end if;
end move_camera_up;
procedure move_camera_down is
begin
core.move_camera_down;
core.camera.y := core.clip (core.camera.y, 0, world.map.height - 1);
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if world.map.clips (core.camera.x, core.camera.y) then
core.decrement (core.camera.y);
end if;
end move_camera_down;
procedure move_camera_left is
begin
core.move_camera_left;
core.camera.x := core.clip (core.camera.x, 0, world.map.width - 1);
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if world.map.clips (core.camera.x, core.camera.y) then
core.increment (core.camera.x);
end if;
end move_camera_left;
procedure move_camera_right is
begin
core.move_camera_right;
core.camera.x := core.clip (core.camera.x, 0, world.map.width - 1);
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if world.map.clips (core.camera.x, core.camera.y) then
core.decrement (core.camera.x);
end if;
end move_camera_right;
procedure ui_main_style is
begin
ui.active := ui.style'val ((ui.style'pos (ui.active) + 1) mod (ui.style'pos (ui.style'last) + 1));
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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signal_list : constant array (core.signal_code) of access procedure := (
core.signal_up => move_camera_up'access,
core.signal_down => move_camera_down'access,
core.signal_left => move_camera_left'access,
core.signal_right => move_camera_right'access,
core.signal_v => ui_main_style'access,
core.signal_kp_add => zoom_in'access,
core.signal_kp_subtract => zoom_out'access,
others => core.idle'access
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);
------------------------------------------------------------------------------------------
procedure introduction is
begin
ui.write ("Heyo world!", 0, 0);
end introduction;
------------------------------------------------------------------------------------------
procedure gameplay is
begin
if not view_list (status_preview_panel) then
side_panel := 0;
else
side_panel := core.window_width / 4;
end if;
--
preview_width := core.window_width - side_panel;
preview_height := core.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);
ui.draw_state_box (preview_width + 32, 32);
end if;
--
if view_list (text_box_panel) then
ui.draw_help_box (0, core.window_height - text_box_height, core.window_width - core.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),
core.window_width - core.icon * (view'pos (view'last) + 1) + core.icon * view'pos (index),
core.window_height - text_box_height,
view_show (index));
end loop;
--
signal_list (core.signal_mode).all;
--
--~magic.menu (0, 0, true);
--~might.menu (0, 0, true);
--
chad.draw_alice;
--
ui.synchronize;
end gameplay;
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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+");
core.echo (core.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.");
core.dash;
core.initialize;
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ui.configure;
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core.play (core.import_song (core.c_string ("./song/main_menu.ogg")).index);
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attribute.configure;
skill.configure;
resource.configure;
--~might.configure;
--~magic.configure;
item.configure;
unit.configure;
construction.configure;
chad.configure;
world.configure;
--~ai.configure;
world.make (world.swamp, 120, 60);
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core.dash;
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core.echo (core.success, "Successfully initialized game data, entering main gameplay loop.");
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core.dash;
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for index in view loop
view_icon (index) := core.import_sprite ("./sprite/ui/icon/" & core.lowercase (view'image (index)) & ".png", 1, 1);
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end loop;
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ui.active := ui.imp;
core.camera := (1, 1);
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------------------------------------------------------------------------------------------
introduction_loop: loop
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core.synchronize;
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--
exit when core.signal_code'pos (core.signal_mode) = core.signal_code'pos (core.signal_space);
--
introduction;
end loop introduction_loop;
gameplay_loop: loop
core.synchronize;
--
exit when core.engine_active = false;
--
gameplay;
end loop gameplay_loop;
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------------------------------------------------------------------------------------------
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core.deinitialize;
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core.dash;
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end main;