Thinking of action system implementation...
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@ -35,6 +35,8 @@ package core is
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subtype short_string is string (1 .. 24);
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subtype long_string is string (1 .. 72);
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--~type accessor is procedure access;
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type sprite is
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record
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index, width, height, frames, states : integer;
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@ -15,22 +15,34 @@ procedure main is
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player : chad.information := chad.trait (chad.ognjen);
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type menu_index is (
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none, attribute_menu, skill_menu, resource_menu, unit_menu
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);
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--~type menu_index is (
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--~none, attribute_menu, skill_menu, resource_menu, unit_menu
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--~);
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show_menu_index : menu_index := none;
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--~show_menu_index : menu_index := none;
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procedure show_menu is
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begin
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case show_menu_index is
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when none => null;
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when attribute_menu => attribute.menu (0, 0, true);
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when skill_menu => skill.menu (0, 0, true);
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when resource_menu => resource.menu (0, 0, true);
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when unit_menu => unit.menu (0, 0, true);
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end case;
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end show_menu;
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--~procedure show_menu is
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--~begin
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--~case show_menu_index is
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--~when none => null;
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--~when attribute_menu => attribute.menu (0, 0, true);
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--~when skill_menu => skill.menu (0, 0, true);
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--~when resource_menu => resource.menu (0, 0, true);
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--~when unit_menu => unit.menu (0, 0, true);
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--~end case;
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--~end show_menu;
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--~procedure bind (signal : in core.signal_code; action : in core.accessor) is
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--~begin
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--~if core.signal_mode = core.signal_code'pos (signal) then
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--~action.all;
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--~end if;
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--~end bind;
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--~procedure move_camera_up is begin core.camera.y := core.camera.y - 1; end move_camera_up;
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--~procedure move_camera_down is begin core.camera.y := core.camera.y + 1; end move_camera_down;
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--~procedure move_camera_left is begin core.camera.x := core.camera.x - 1; end move_camera_left;
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--~procedure move_camera_right is begin core.camera.x := core.camera.x + 1; end move_camera_right;
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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@ -46,6 +58,11 @@ begin
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core.configure;
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ui.configure;
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--~bind (core.signal_up, move_camera_up'access);
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--~bind (core.signal_down, move_camera_down'access);
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--~bind (core.signal_left, move_camera_left'access);
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--~bind (core.signal_right, move_camera_right'access);
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core.play_sound (core.import_sound (core.c_string ("./song/main_menu.ogg")));
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attribute.configure;
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@ -112,24 +129,25 @@ begin
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--
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ui.draw_state_box (preview_width + 32, 32);
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--
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if core.signal_mode = core.signal_code'pos (core.signal_a) then show_menu_index := attribute_menu; end if;
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if core.signal_mode = core.signal_code'pos (core.signal_s) then show_menu_index := skill_menu; end if;
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if core.signal_mode = core.signal_code'pos (core.signal_r) then show_menu_index := resource_menu; end if;
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if core.signal_mode = core.signal_code'pos (core.signal_u) then show_menu_index := unit_menu; end if;
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if core.cursor_mode = 2 and show_menu_index /= none then show_menu_index := none; end if;
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--~if core.signal_mode = core.signal_code'pos (core.signal_a) then show_menu_index := attribute_menu; end if;
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--~if core.signal_mode = core.signal_code'pos (core.signal_s) then show_menu_index := skill_menu; end if;
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--~if core.signal_mode = core.signal_code'pos (core.signal_r) then show_menu_index := resource_menu; end if;
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--~if core.signal_mode = core.signal_code'pos (core.signal_u) then show_menu_index := unit_menu; end if;
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--~if core.cursor_mode = 2 and show_menu_index /= none then show_menu_index := none; end if;
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--
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attribute.menu (100, 100, false);
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skill.menu (600, 200, false);
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resource.menu (100, 400, false);
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--~unit.menu (0, 0, true);
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--
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--~unit.stat (unit.griffin, 0, 0, true);
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--~unit.stat (unit.halberdier, 0, 0, true);
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--~unit.stat (unit.spirit, 0, 0, true);
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unit.stat (unit.spirit, 0, 0, true);
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--~unit.stat (unit.power_lich, 600, 300, false);
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--
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--~magic.menu (0, 0, true);
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--~might.menu (0, 0, true);
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--
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--~ui.synchronize;
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--
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show_menu;
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--
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ui.draw_text_box (0, core.window_height - 32, core.window_width, 32);
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end loop gameplay;
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