Added hardcoded action list...
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@ -35,7 +35,7 @@ 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 accessor is access procedure;
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type sprite is
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record
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@ -39,10 +39,19 @@ procedure main is
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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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procedure idle is begin null; end idle;
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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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action_list : constant array (core.signal_code) of access procedure := (
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core.signal_up => move_camera_up'access,
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core.signal_down => move_camera_down'access,
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core.signal_left => move_camera_left'access,
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core.signal_right => move_camera_right'access,
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others => idle'access
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);
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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@ -95,10 +104,10 @@ begin
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--~if core.signal_mode = core.signal_code'pos (core.signal_w) then preview_height := preview_height - 60; end if;
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--~if core.signal_mode = core.signal_code'pos (core.signal_s) then preview_height := preview_height + 60; end if;
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--
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if core.signal_mode = core.signal_code'pos (core.signal_left) then core.camera.x := core.camera.x - 1; end if;
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if core.signal_mode = core.signal_code'pos (core.signal_right) then core.camera.x := core.camera.x + 1; end if;
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if core.signal_mode = core.signal_code'pos (core.signal_up) then core.camera.y := core.camera.y - 1; end if;
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if core.signal_mode = core.signal_code'pos (core.signal_down) then core.camera.y := core.camera.y + 1; end if;
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--~if core.signal_mode = core.signal_code'pos (core.signal_left) then core.camera.x := core.camera.x - 1; end if;
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--~if core.signal_mode = core.signal_code'pos (core.signal_right) then core.camera.x := core.camera.x + 1; end if;
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--~if core.signal_mode = core.signal_code'pos (core.signal_up) then core.camera.y := core.camera.y - 1; end if;
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--~if core.signal_mode = core.signal_code'pos (core.signal_down) then core.camera.y := core.camera.y + 1; end if;
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--
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if core.cursor_mode = 3 then ui.active := ui.default; else ui.active := ui.steam; end if;
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--
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@ -148,6 +157,8 @@ begin
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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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action_list (core.signal_code'val (core.signal_mode)).all;
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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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