xhads/source/chad.adb

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Ada
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-- Copyright (c) 2024 - Ognjen 'xolatile' Milan Robovic
--
-- GNU General Public Licence (version 3 or later)
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with core, ui, attribute, skill, resource, faction, equipment;
package body chad is
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
view_width : constant integer := 64;
view_height : constant integer := 96;
sprite : array (enumeration) of core.sprite;
view_sprite : array (enumeration) of core.sprite;
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pepe_the_frog : core.sprite;
alice_the_mad : core.sprite;
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------------------------------------------------------------------------------------------
procedure configure is
begin
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core.echo (core.comment, "Configuring chad components...");
--
pepe_the_frog := core.import_sprite ("./sprite/unit/pepe_the_frog.png", 4, 6);
alice_the_mad := core.import_sprite ("./sprite/unit/alice_the_mad.png", 4, 6);
--
for index in enumeration loop
sprite (index) := core.import_sprite ("./sprite/chad/" & core.lowercase (enumeration'image (index)) & ".png", 4, 6);
view_sprite (index) := core.import_sprite ("./sprite/chad/view/" & core.lowercase (enumeration'image (index)) & ".png", 1, 1);
null;
end loop;
end configure;
------------------------------------------------------------------------------------------
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procedure draw (player : in data; x, y : in integer) is
begin
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core.draw (sprite (player.index), x, y, state => player.state);
--
for index in equipment.slot loop
equipment.draw (player.equipments (index), player.state, x, y);
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end loop;
end draw;
------------------------------------------------------------------------------------------
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procedure view (player : in data; x, y : in integer) is
begin
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ui.draw_sprite (view_sprite (player.index), trait (player.index).name, x, y, 0);
end view;
------------------------------------------------------------------------------------------
procedure draw_data (player : in data; x, y : in integer) is
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offset : constant integer := 8;
begin
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ui.draw_frame ("--", x, y, 360 + 2 * offset, 96 + 2 * offset);
--
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view (player, x + offset, y + offset);
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--
ui.draw_tiny_fill_bar (x + view_width + 2 * offset, y + 1 * core.icon + offset, 4 * core.icon, float (player.health.value) / float (player.health.limit));
ui.draw_tiny_fill_bar (x + view_width + 2 * offset, y + 2 * core.icon + offset, 4 * core.icon, float (player.mana.value) / float (player.mana.limit));
ui.draw_tiny_fill_bar (x + view_width + 2 * offset, y + 3 * core.icon + offset, 4 * core.icon, float (player.stamina.value) / float (player.stamina.limit));
--
ui.write (text => "Health " & player.health.value'image & " /" & player.health.limit'image,
x => x + view_width + 4 * core.icon + 3 * offset,
y => y + 2 * offset,
tint => (255, 127, 127, 255),
size => 15,
code => true);
ui.write (text => "Mana " & player.mana.value'image & " /" & player.mana.limit'image,
x => x + view_width + 4 * core.icon + 3 * offset,
y => y + core.icon + 2 * offset,
tint => (127, 127, 255, 255),
size => 15,
code => true);
ui.write (text => "Stamina" & player.stamina.value'image & " /" & player.stamina.limit'image,
x => x + view_width + 4 * core.icon + 3 * offset,
y => y + 2 * core.icon + 2 * offset,
tint => (127, 255, 127, 255),
size => 15,
code => true);
--
attribute.draw_points (player.attributes, x, y + 96 + 2 * offset, false);
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--~skill.draw_points (player.skills, x + core.icon * 3, y, true);
--
for index_y in 0 .. 3 loop
for index_x in 0 .. 5 loop
ui.draw_icon (data => equipment.icon_sprite (player.items (6 * index_y + index_x)),
text => equipment.trait (player.items (6 * index_y + index_x)).name,
x => x + index_x * core.icon,
y => y + 96 + 3 * offset + 2 * core.icon + index_y * core.icon);
--~equipment.draw_icon (player.items (), x + index_x * core.icon, y + 96 + 3 * offset + 2 * core.icon + index_y * core.icon);
end loop;
end loop;
end draw_data;
------------------------------------------------------------------------------------------
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procedure draw_menu (player : in data; x, y : in integer) is
begin
null;
end draw_menu;
------------------------------------------------------------------------------------------
function take_equipment_item (player : in out data; item : in equipment.enumeration) return boolean is
begin
if player.item_count = item_limit - 1 then
return false;
end if;
--
player.items (player.item_count) := item;
--
core.increment (player.item_count);
--
return true;
end take_equipment_item;
------------------------------------------------------------------------------------------
procedure draw_pepe is
begin
core.draw (pepe_the_frog, (core.window_width - core.base) / 2, (core.window_height - core.base) / 2);
end draw_pepe;
------------------------------------------------------------------------------------------
procedure draw_alice is
begin
core.draw (alice_the_mad, (core.window_width - core.base) / 2, (core.window_height - core.base) / 2);
end draw_alice;
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
end chad;