Refactored world drawing procedures...
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parent
a5351bb4c5
commit
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493
source/world.adb
493
source/world.adb
@ -52,6 +52,275 @@ package body world is
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------------------------------------------------------------------------------------------
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procedure draw_tiles (offset, view_from, view_to : in core.vector) is
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time : float := 0.0;
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begin
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time := core.time;
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--
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for vertical in view_from.y .. view_from.y + view_to.y loop
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exit when vertical > map.height - 1;
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--
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for horizontal in view_from.x .. view_from.x + view_to.x loop
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exit when horizontal > map.width - 1;
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--
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if map.views (horizontal, vertical) then
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core.draw (data => tiles (map.kind),
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x => offset.x + (horizontal - core.camera.x) * core.base * core.zoom,
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y => offset.y + (vertical - core.camera.y) * core.base * core.zoom,
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u => core.base * map.tiles (horizontal, vertical),
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v => core.base * (core.animation_time mod tiles (map.kind).frames),
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width => core.base,
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height => core.base,
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ignore => true);
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--
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core.increment (drawn_tiles);
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--
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if core.cursor.x > offset.x + (horizontal - core.camera.x ) * core.base * core.zoom - 6
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and core.cursor.x < offset.x + (horizontal - core.camera.x + 1) * core.base * core.zoom + 6
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and core.cursor.y > offset.y + (vertical - core.camera.y ) * core.base * core.zoom - 6
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and core.cursor.y < offset.y + (vertical - core.camera.y + 1) * core.base * core.zoom + 6
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and core.cursor_mode = core.cursor_left
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and not ui.prioritize then
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map.chads (1).x := horizontal;
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map.chads (1).y := vertical;
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core.cursor_mode := core.cursor_none;
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end if;
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end if;
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end loop;
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end loop;
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--
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if core.animation_time = 0 then draw_tiles_timer := core.time - time; end if;
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end draw_tiles;
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------------------------------------------------------------------------------------------
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procedure compute_world_visibility_grid (offset : in core.vector) is
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begin
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for vertical in 0 .. map.height - 1 loop
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exit when offset.y + (vertical - core.camera.y) * core.base * core.zoom > core.window_height;
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--
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for horizontal in 0 .. map.width - 1 loop
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exit when offset.x + (horizontal - core.camera.x) * core.base * core.zoom > core.window_width;
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--
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if not ((horizontal - core.camera.x) ** 2 + (vertical - core.camera.y) ** 2 > view_reach * 2) then
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map.views (horizontal, vertical) := true;
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end if;
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end loop;
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end loop;
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end compute_world_visibility_grid;
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------------------------------------------------------------------------------------------
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procedure compute_world_frame (offset : in core.vector) is
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x : constant integer := core.base * core.zoom * (-1 - core.camera.x) + offset.x;
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y : constant integer := core.base * core.zoom * (-1 - core.camera.y) + offset.y;
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width : constant integer := core.base * core.zoom * (map.width + 2);
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height : constant integer := core.base * core.zoom * (map.height + 2);
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begin
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core.draw_horizontally (border_upper, x + core.base * core.zoom, y, width - 2 * core.base * core.zoom, core.zoom);
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core.draw_horizontally (border_lower, x + core.base * core.zoom, y - core.base * core.zoom + height, width - 2 * core.base * core.zoom, core.zoom);
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core.draw_vertically (border_left, x, y + core.base * core.zoom, height - 2 * core.base * core.zoom, core.zoom);
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core.draw_vertically (border_right, x - core.base * core.zoom + width, y + core.base * core.zoom, height - 2 * core.base * core.zoom, core.zoom);
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--
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core.draw (corner_upper_left, x, y, factor => core.zoom);
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core.draw (corner_upper_right, x - core.base * core.zoom + width, y, factor => core.zoom);
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core.draw (corner_lower_left, x, y - core.base * core.zoom + height, factor => core.zoom);
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core.draw (corner_lower_right, x - core.base * core.zoom + width, y - core.base * core.zoom + height, factor => core.zoom);
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end compute_world_frame;
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------------------------------------------------------------------------------------------
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procedure draw_landmarks (offset, view_from, view_to : in core.vector) is
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time : float := 0.0;
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begin
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time := core.time;
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--
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for index in 1 .. landmark_limit loop
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if map.views (map.landmarks (index).x, map.landmarks (index).y)
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and map.landmarks (index).x > view_from.x and map.landmarks (index).x < view_from.x + view_to.x
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and map.landmarks (index).y > view_from.y and map.landmarks (index).y < view_from.y + view_to.y then
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core.draw (data => landmarks (landmark_index'val (map.landmarks (index).index)),
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x => offset.x + (map.landmarks (index).x - core.camera.x) * core.base * core.zoom,
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y => offset.y + (map.landmarks (index).y - core.camera.y) * core.base * core.zoom);
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--
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core.increment (drawn_landmarks);
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--
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if core.cursor_inside (x => offset.x + (map.landmarks (index).x - core.camera.x) * core.base * core.zoom,
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y => offset.y + (map.landmarks (index).y - core.camera.y) * core.base * core.zoom,
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width => landmarks (landmark_index'val (map.landmarks (index).index)).width,
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height => landmarks (landmark_index'val (map.landmarks (index).index)).height)
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and core.cursor_mode = core.cursor_middle
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and not ui.prioritize then
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core.write_text_box (landmark_trait (landmark_index'val (map.landmarks (index).index)).name);
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end if;
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end if;
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end loop;
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--
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if core.animation_time = 0 then draw_landmarks_timer := core.time - time; end if;
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end draw_landmarks;
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------------------------------------------------------------------------------------------
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procedure draw_locations (offset, view_from, view_to : in core.vector) is
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time : float := 0.0;
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begin
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time := core.time;
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--
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for index in 1 .. location_limit loop
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if map.views (map.locations (index).x, map.locations (index).y)
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and map.locations (index).x > view_from.x and map.locations (index).x < view_from.x + view_to.x
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and map.locations (index).y > view_from.y and map.locations (index).y < view_from.y + view_to.y then
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core.draw (data => locations (location_index'val (map.locations (index).index)),
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x => offset.x + (map.locations (index).x - core.camera.x) * core.base * core.zoom,
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y => offset.y + (map.locations (index).y - core.camera.y) * core.base * core.zoom,
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state => core.animation'val (map.locations (index).state));
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--
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core.increment (drawn_locations);
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--
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if core.cursor_inside (x => offset.x + (map.locations (index).x - core.camera.x) * core.base * core.zoom,
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y => offset.y + (map.locations (index).y - core.camera.y) * core.base * core.zoom,
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width => locations (location_index'val (map.locations (index).index)).width,
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height => locations (location_index'val (map.locations (index).index)).height)
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and core.cursor_mode = core.cursor_middle
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and not ui.prioritize then
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core.write_text_box (location_trait (location_index'val (map.locations (index).index)).name);
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end if;
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end if;
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--
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if map.locations (index).state = 1 and core.animation_time = 0 then
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map.locations (index).state := 2;
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end if;
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--
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if core.camera.x > map.locations (index).x - 2
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and core.camera.x < map.locations (index).x + 1 + locations (location_index'val (map.locations (index).index)).width / core.base
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and core.camera.y > map.locations (index).y - 2
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and core.camera.y < map.locations (index).y + 1 + locations (location_index'val (map.locations (index).index)).height / core.base
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and map.locations (index).state = 0
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and core.signal_code'pos (core.signal_mode) = core.signal_code'pos (core.signal_e)
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and not ui.prioritize then
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effect.apply (location_trait (location_index'val (map.locations (index).index)).evoke);
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--
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map.locations (index).state := 1;
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end if;
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end loop;
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--
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if core.animation_time = 0 then draw_locations_timer := core.time - time; end if;
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end draw_locations;
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------------------------------------------------------------------------------------------
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procedure draw_constructions (offset, view_from, view_to : in core.vector) is
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time : float := 0.0;
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begin
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time := core.time;
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--
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for index in 1 .. construction_limit loop
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if map.views (map.constructions (index).x, map.constructions (index).y)
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and map.constructions (index).x > view_from.x and map.constructions (index).x < view_from.x + view_to.x
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and map.constructions (index).y > view_from.y and map.constructions (index).y < view_from.y + view_to.y then
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construction.draw_plus (construction.enumeration'val (map.constructions (index).index),
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offset.x + (map.constructions (index).x - core.camera.x) * core.base * core.zoom,
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offset.y + (map.constructions (index).y - core.camera.y) * core.base * core.zoom);
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--
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core.increment (drawn_constructions);
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end if;
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end loop;
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--
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if core.animation_time = 0 then draw_constructions_timer := core.time - time; end if;
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end draw_constructions;
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------------------------------------------------------------------------------------------
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procedure draw_equipments (offset, view_from, view_to : in core.vector) is
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time : float := 0.0;
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begin
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time := core.time;
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--
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for index in 1 .. equipment_limit loop
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if map.views (map.equipments (index).x, map.equipments (index).y)
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and map.equipments (index).x > view_from.x and map.equipments (index).x < view_from.x + view_to.x
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and map.equipments (index).y > view_from.y and map.equipments (index).y < view_from.y + view_to.y then
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equipment.draw_plus (equipment.enumeration'val (map.equipments (index).index),
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core.idle,
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offset.x + (map.equipments (index).x - core.camera.x) * core.base * core.zoom,
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offset.y + (map.equipments (index).y - core.camera.y) * core.base * core.zoom);
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--
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core.increment (drawn_equipments);
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end if;
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--
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if map.equipments (index).x = core.camera.x
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and map.equipments (index).y = core.camera.y
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and core.signal_code'pos (core.signal_mode) = core.signal_code'pos (core.signal_e) then
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if chad.take_equipment_item (map.chads (1), equipment.enumeration'val (map.equipments (index).index)) then
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map.equipments (index).index := equipment.enumeration'pos (equipment.none);
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end if;
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end if;
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end loop;
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--
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if core.animation_time = 0 then draw_equipments_timer := core.time - time; end if;
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end draw_equipments;
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------------------------------------------------------------------------------------------
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procedure draw_units (offset, view_from, view_to : in core.vector) is
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time : float := 0.0;
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begin
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time := core.time;
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--
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for index in 1 .. unit_limit loop
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if map.views (map.units (index).x, map.units (index).y)
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and map.units (index).x > view_from.x and map.units (index).x < view_from.x + view_to.x
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and map.units (index).y > view_from.y and map.units (index).y < view_from.y + view_to.y then
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unit.draw (unit.enumeration'val (map.units (index).index),
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core.animation'val (map.units (index).state),
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offset.x + (map.units (index).x - core.camera.x) * core.base * core.zoom,
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offset.y + (map.units (index).y - core.camera.y) * core.base * core.zoom);
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--
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core.increment (drawn_units);
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end if;
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end loop;
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--
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for index in 1 .. map.chad_count loop
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if map.views (map.chads (index).x, map.chads (index).y) then
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chad.draw (map.chads (index),
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offset.x + (map.chads (index).x - core.camera.x) * core.base * core.zoom,
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offset.y + (map.chads (index).y - core.camera.y) * core.base * core.zoom);
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--
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core.increment (drawn_units);
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end if;
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end loop;
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--
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if core.animation_time = 0 then draw_units_timer := core.time - time; end if;
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end draw_units;
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------------------------------------------------------------------------------------------
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procedure darken_map (offset, view_from, view_to : in core.vector) is
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time : float := 0.0;
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begin
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time := core.time;
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--
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for vertical in view_from.y .. view_from.y + view_to.y loop
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exit when vertical > map.height - 1;
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--
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for horizontal in view_from.x .. view_from.x + view_to.x loop
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exit when horizontal > map.width - 1;
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--
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if (horizontal - core.camera.x) ** 2 + (vertical - core.camera.y) ** 2 > view_reach then
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core.draw (data => dark,
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x => offset.x + (horizontal - core.camera.x) * core.base * core.zoom,
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y => offset.y + (vertical - core.camera.y) * core.base * core.zoom);
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--
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core.increment (drawn_views);
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end if;
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end loop;
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end loop;
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--
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if core.animation_time = 0 then draw_views_timer := core.time - time; end if;
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end darken_map;
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------------------------------------------------------------------------------------------
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procedure compute_earth_to_water_transition is
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matrix : array (0 .. 1, 0 .. 1) of natural;
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begin
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@ -355,15 +624,13 @@ package body world is
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------------------------------------------------------------------------------------------
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procedure draw is
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offset : core.vector := ((core.window_width - core.base) / 2, (core.window_height - core.base) / 2);
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offset : core.vector := ((core.window_width - core.base) / 2, (core.window_height - core.base) / 2);
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view_from : core.vector := (core.camera.x - core.window_width / core.base / core.zoom / 2, core.camera.y - core.window_height / core.base / core.zoom / 2);
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view_to : core.vector := (core.window_width / core.base / core.zoom, core.window_height / core.base / core.zoom);
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--
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time_0 : float := 0.0;
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time_1 : float := 0.0;
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time : float := 0.0;
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begin
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time_0 := core.time;
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time_1 := core.time;
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time := core.time;
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--
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drawn_tiles := 0;
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drawn_views := 0;
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@ -378,214 +645,18 @@ package body world is
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view_to.x := core.clip (view_to.x, 0, map.width - 1);
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view_to.y := core.clip (view_to.y, 0, map.height - 1);
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--
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for vertical in 0 .. map.height - 1 loop
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exit when offset.y + (vertical - core.camera.y) * core.base * core.zoom > core.window_height;
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--
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for horizontal in 0 .. map.width - 1 loop
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exit when offset.x + (horizontal - core.camera.x) * core.base * core.zoom > core.window_width;
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--
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if not ((horizontal - core.camera.x) ** 2 + (vertical - core.camera.y) ** 2 > view_reach * 2) then
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map.views (horizontal, vertical) := true;
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end if;
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end loop;
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end loop;
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compute_world_visibility_grid (offset);
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compute_world_frame (offset);
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--
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declare x : constant integer := core.base * core.zoom * (-1 - core.camera.x) + offset.x;
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y : constant integer := core.base * core.zoom * (-1 - core.camera.y) + offset.y;
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width : constant integer := core.base * core.zoom * (map.width + 2);
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height : constant integer := core.base * core.zoom * (map.height + 2);
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begin
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core.draw_horizontally (border_upper, x + core.base * core.zoom, y, width - 2 * core.base * core.zoom, core.zoom);
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core.draw_horizontally (border_lower, x + core.base * core.zoom, y - core.base * core.zoom + height, width - 2 * core.base * core.zoom, core.zoom);
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core.draw_vertically (border_left, x, y + core.base * core.zoom, height - 2 * core.base * core.zoom, core.zoom);
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core.draw_vertically (border_right, x - core.base * core.zoom + width, y + core.base * core.zoom, height - 2 * core.base * core.zoom, core.zoom);
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--
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core.draw (corner_upper_left, x, y, factor => core.zoom);
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core.draw (corner_upper_right, x - core.base * core.zoom + width, y, factor => core.zoom);
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core.draw (corner_lower_left, x, y - core.base * core.zoom + height, factor => core.zoom);
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core.draw (corner_lower_right, x - core.base * core.zoom + width, y - core.base * core.zoom + height, factor => core.zoom);
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end;
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draw_tiles (offset, view_from, view_to);
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draw_landmarks (offset, view_from, view_to);
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draw_locations (offset, view_from, view_to);
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draw_constructions (offset, view_from, view_to);
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draw_equipments (offset, view_from, view_to);
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draw_units (offset, view_from, view_to);
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darken_map (offset, view_from, view_to);
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--
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for vertical in view_from.y .. view_from.y + view_to.y loop
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exit when vertical > map.height - 1;
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--
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for horizontal in view_from.x .. view_from.x + view_to.x loop
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exit when horizontal > map.width - 1;
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--
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if map.views (horizontal, vertical) then
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core.draw (data => tiles (map.kind),
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x => offset.x + (horizontal - core.camera.x) * core.base * core.zoom,
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y => offset.y + (vertical - core.camera.y) * core.base * core.zoom,
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u => core.base * map.tiles (horizontal, vertical),
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v => core.base * (core.animation_time mod tiles (map.kind).frames),
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width => core.base,
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height => core.base,
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ignore => true);
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--
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core.increment (drawn_tiles);
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--
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if core.cursor.x > offset.x + (horizontal - core.camera.x ) * core.base * core.zoom - 6
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and core.cursor.x < offset.x + (horizontal - core.camera.x + 1) * core.base * core.zoom + 6
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and core.cursor.y > offset.y + (vertical - core.camera.y ) * core.base * core.zoom - 6
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and core.cursor.y < offset.y + (vertical - core.camera.y + 1) * core.base * core.zoom + 6
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and core.cursor_mode = core.cursor_left
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and not ui.prioritize then
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map.chads (1).x := horizontal;
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map.chads (1).y := vertical;
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core.cursor_mode := core.cursor_none;
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end if;
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end if;
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end loop;
|
||||
end loop;
|
||||
--
|
||||
if core.animation_time = 0 then draw_tiles_timer := core.time - time_0; time_0 := core.time; end if;
|
||||
--
|
||||
for index in 1 .. landmark_limit loop
|
||||
if map.views (map.landmarks (index).x, map.landmarks (index).y)
|
||||
and map.landmarks (index).x > view_from.x and map.landmarks (index).x < view_from.x + view_to.x
|
||||
and map.landmarks (index).y > view_from.y and map.landmarks (index).y < view_from.y + view_to.y then
|
||||
core.draw (data => landmarks (landmark_index'val (map.landmarks (index).index)),
|
||||
x => offset.x + (map.landmarks (index).x - core.camera.x) * core.base * core.zoom,
|
||||
y => offset.y + (map.landmarks (index).y - core.camera.y) * core.base * core.zoom);
|
||||
--
|
||||
core.increment (drawn_landmarks);
|
||||
--
|
||||
if core.cursor_inside (x => offset.x + (map.landmarks (index).x - core.camera.x) * core.base * core.zoom,
|
||||
y => offset.y + (map.landmarks (index).y - core.camera.y) * core.base * core.zoom,
|
||||
width => landmarks (landmark_index'val (map.landmarks (index).index)).width,
|
||||
height => landmarks (landmark_index'val (map.landmarks (index).index)).height)
|
||||
and core.cursor_mode = core.cursor_middle
|
||||
and not ui.prioritize then
|
||||
core.write_text_box (landmark_trait (landmark_index'val (map.landmarks (index).index)).name);
|
||||
end if;
|
||||
end if;
|
||||
end loop;
|
||||
--
|
||||
if core.animation_time = 0 then draw_landmarks_timer := core.time - time_0; time_0 := core.time; end if;
|
||||
--
|
||||
for index in 1 .. location_limit loop
|
||||
if map.views (map.locations (index).x, map.locations (index).y)
|
||||
and map.locations (index).x > view_from.x and map.locations (index).x < view_from.x + view_to.x
|
||||
and map.locations (index).y > view_from.y and map.locations (index).y < view_from.y + view_to.y then
|
||||
core.draw (data => locations (location_index'val (map.locations (index).index)),
|
||||
x => offset.x + (map.locations (index).x - core.camera.x) * core.base * core.zoom,
|
||||
y => offset.y + (map.locations (index).y - core.camera.y) * core.base * core.zoom,
|
||||
state => core.animation'val (map.locations (index).state));
|
||||
--
|
||||
core.increment (drawn_locations);
|
||||
--
|
||||
if core.cursor_inside (x => offset.x + (map.locations (index).x - core.camera.x) * core.base * core.zoom,
|
||||
y => offset.y + (map.locations (index).y - core.camera.y) * core.base * core.zoom,
|
||||
width => locations (location_index'val (map.locations (index).index)).width,
|
||||
height => locations (location_index'val (map.locations (index).index)).height)
|
||||
and core.cursor_mode = core.cursor_middle
|
||||
and not ui.prioritize then
|
||||
core.write_text_box (location_trait (location_index'val (map.locations (index).index)).name);
|
||||
end if;
|
||||
end if;
|
||||
--
|
||||
if map.locations (index).state = 1 and core.animation_time = 0 then
|
||||
map.locations (index).state := 2;
|
||||
end if;
|
||||
--
|
||||
if core.camera.x > map.locations (index).x - 2
|
||||
and core.camera.x < map.locations (index).x + 1 + locations (location_index'val (map.locations (index).index)).width / core.base
|
||||
and core.camera.y > map.locations (index).y - 2
|
||||
and core.camera.y < map.locations (index).y + 1 + locations (location_index'val (map.locations (index).index)).height / core.base
|
||||
and map.locations (index).state = 0
|
||||
and core.signal_code'pos (core.signal_mode) = core.signal_code'pos (core.signal_e)
|
||||
and not ui.prioritize then
|
||||
effect.apply (location_trait (location_index'val (map.locations (index).index)).evoke);
|
||||
--
|
||||
map.locations (index).state := 1;
|
||||
end if;
|
||||
end loop;
|
||||
--
|
||||
if core.animation_time = 0 then draw_locations_timer := core.time - time_0; time_0 := core.time; end if;
|
||||
--
|
||||
for index in 1 .. construction_limit loop
|
||||
if map.views (map.constructions (index).x, map.constructions (index).y)
|
||||
and map.constructions (index).x > view_from.x and map.constructions (index).x < view_from.x + view_to.x
|
||||
and map.constructions (index).y > view_from.y and map.constructions (index).y < view_from.y + view_to.y then
|
||||
construction.draw_plus (construction.enumeration'val (map.constructions (index).index),
|
||||
offset.x + (map.constructions (index).x - core.camera.x) * core.base * core.zoom,
|
||||
offset.y + (map.constructions (index).y - core.camera.y) * core.base * core.zoom);
|
||||
--
|
||||
core.increment (drawn_constructions);
|
||||
end if;
|
||||
end loop;
|
||||
--
|
||||
if core.animation_time = 0 then draw_constructions_timer := core.time - time_0; time_0 := core.time; end if;
|
||||
--
|
||||
for index in 1 .. equipment_limit loop
|
||||
if map.views (map.equipments (index).x, map.equipments (index).y)
|
||||
and map.equipments (index).x > view_from.x and map.equipments (index).x < view_from.x + view_to.x
|
||||
and map.equipments (index).y > view_from.y and map.equipments (index).y < view_from.y + view_to.y then
|
||||
equipment.draw_plus (equipment.enumeration'val (map.equipments (index).index),
|
||||
core.idle,
|
||||
offset.x + (map.equipments (index).x - core.camera.x) * core.base * core.zoom,
|
||||
offset.y + (map.equipments (index).y - core.camera.y) * core.base * core.zoom);
|
||||
--
|
||||
core.increment (drawn_equipments);
|
||||
end if;
|
||||
--
|
||||
if map.equipments (index).x = core.camera.x
|
||||
and map.equipments (index).y = core.camera.y
|
||||
and core.signal_code'pos (core.signal_mode) = core.signal_code'pos (core.signal_e) then
|
||||
if chad.take_equipment_item (map.chads (1), equipment.enumeration'val (map.equipments (index).index)) then
|
||||
map.equipments (index).index := equipment.enumeration'pos (equipment.none);
|
||||
end if;
|
||||
end if;
|
||||
end loop;
|
||||
--
|
||||
if core.animation_time = 0 then draw_equipments_timer := core.time - time_0; time_0 := core.time; end if;
|
||||
--
|
||||
for index in 1 .. unit_limit loop
|
||||
if map.views (map.units (index).x, map.units (index).y)
|
||||
and map.units (index).x > view_from.x and map.units (index).x < view_from.x + view_to.x
|
||||
and map.units (index).y > view_from.y and map.units (index).y < view_from.y + view_to.y then
|
||||
unit.draw (unit.enumeration'val (map.units (index).index),
|
||||
core.animation'val (map.units (index).state),
|
||||
offset.x + (map.units (index).x - core.camera.x) * core.base * core.zoom,
|
||||
offset.y + (map.units (index).y - core.camera.y) * core.base * core.zoom);
|
||||
--
|
||||
core.increment (drawn_units);
|
||||
end if;
|
||||
end loop;
|
||||
--
|
||||
if core.animation_time = 0 then draw_units_timer := core.time - time_0; time_0 := core.time; end if;
|
||||
--
|
||||
for index in 1 .. map.chad_count loop
|
||||
if map.views (map.chads (index).x, map.chads (index).y) then
|
||||
chad.draw (map.chads (index),
|
||||
offset.x + (map.chads (index).x - core.camera.x) * core.base * core.zoom,
|
||||
offset.y + (map.chads (index).y - core.camera.y) * core.base * core.zoom);
|
||||
end if;
|
||||
end loop;
|
||||
--
|
||||
for vertical in view_from.y .. view_from.y + view_to.y loop
|
||||
exit when vertical > map.height - 1;
|
||||
--
|
||||
for horizontal in view_from.x .. view_from.x + view_to.x loop
|
||||
exit when horizontal > map.width - 1;
|
||||
--~for vertical in 0 .. map.height - 1 loop
|
||||
--~exit when offset.y + (vertical - core.camera.y) * core.base * core.zoom > core.window_height;
|
||||
--~--
|
||||
--~for horizontal in 0 .. map.width - 1 loop
|
||||
--~exit when offset.x + (horizontal - core.camera.x) * core.base * core.zoom > core.window_width;
|
||||
--
|
||||
if (horizontal - core.camera.x) ** 2 + (vertical - core.camera.y) ** 2 > view_reach then
|
||||
core.draw (data => dark,
|
||||
x => offset.x + (horizontal - core.camera.x) * core.base * core.zoom,
|
||||
y => offset.y + (vertical - core.camera.y) * core.base * core.zoom);
|
||||
--
|
||||
core.increment (drawn_views);
|
||||
end if;
|
||||
end loop;
|
||||
end loop;
|
||||
--
|
||||
if core.animation_time = 0 then draw_views_timer := core.time - time_0; end if;
|
||||
if core.animation_time = 0 then draw_world_timer := core.time - time_1; end if;
|
||||
if core.animation_time = 0 then draw_world_timer := core.time - time; end if;
|
||||
end draw;
|
||||
|
||||
------------------------------------------------------------------------------------------
|
||||
|
Loading…
Reference in New Issue
Block a user