Initial battle implementation...

This commit is contained in:
Ognjen Milan Robovic 2024-06-10 12:32:57 -04:00
parent 59d7652af3
commit 8e78318f39
4 changed files with 114 additions and 62 deletions

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@ -123,6 +123,25 @@ procedure main is
others => <> others => <>
); );
opponent : chad.information := (
index => chad.ognjen,
x => 6,
y => 6,
--
equipments => (equipment.chest => equipment.steel_chestplate,
equipment.head => equipment.steel_helmet,
equipment.hands => equipment.steel_gauntlets,
equipment.feet => equipment.steel_greaves,
equipment.main_hand => equipment.steel_sword,
others => equipment.none),
--
units => ((unit.dwarf_blacksmith, 6, 120),
(unit.dwarf_crossbowman, 3, 30),
others => <>),
--
others => <>
);
------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------
procedure swap_map_preview_panel is begin view_list (map_preview_panel) := not view_list (map_preview_panel); end swap_map_preview_panel; procedure swap_map_preview_panel is begin view_list (map_preview_panel) := not view_list (map_preview_panel); end swap_map_preview_panel;
@ -369,6 +388,7 @@ begin
world.make (biome.rough, 640, 480, 480, 240, 60, 600, 600, 8); world.make (biome.rough, 640, 480, 480, 240, 60, 600, 600, 8);
world.insert_chad (player); world.insert_chad (player);
world.insert_chad (opponent);
core.dash; core.dash;
core.echo (core.success, "Successfully initialized game data, entering main gameplay loop."); core.echo (core.success, "Successfully initialized game data, entering main gameplay loop.");
@ -498,6 +518,10 @@ begin
end loop; end loop;
end; end;
-- --
if world.battle_active then
world.draw_battle;
end if;
--
signal_list (core.signal_mode).all; signal_list (core.signal_mode).all;
-- --
core.camera.x := world.map.chads (1).x; core.camera.x := world.map.chads (1).x;

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@ -505,38 +505,40 @@ package body world is
for index in 1 .. map.unit_count.limit loop core.io.write (file, map.units (index).x); end loop; for index in 1 .. map.unit_count.limit loop core.io.write (file, map.units (index).x); end loop;
for index in 1 .. map.unit_count.limit loop core.io.write (file, map.units (index).y); end loop; for index in 1 .. map.unit_count.limit loop core.io.write (file, map.units (index).y); end loop;
-- --
core.io.write (file, chad.enumeration'pos (map.chads (1).index)); for chad_index in 1 .. map.chad_count.limit loop
core.io.write (file, core.animation'pos (map.chads (1).state)); core.io.write (file, chad.enumeration'pos (map.chads (chad_index).index));
core.io.write (file, map.chads (1).x); core.io.write (file, core.animation'pos (map.chads (chad_index).state));
core.io.write (file, map.chads (1).y); core.io.write (file, map.chads (chad_index).x);
-- core.io.write (file, map.chads (chad_index).y);
core.save_point (file, map.chads (1).health); --
core.save_point (file, map.chads (1).mana); core.save_point (file, map.chads (chad_index).health);
core.save_point (file, map.chads (1).movement); core.save_point (file, map.chads (chad_index).mana);
-- core.save_point (file, map.chads (chad_index).movement);
for index in attribute.enumeration loop core.save_point (file, map.chads (1).attributes (index)); end loop; --
for index in resource.enumeration loop core.save_point (file, map.chads (1).resources (index)); end loop; for index in attribute.enumeration loop core.save_point (file, map.chads (chad_index).attributes (index)); end loop;
for index in material.enumeration loop core.save_point (file, map.chads (1).materials (index)); end loop; for index in resource.enumeration loop core.save_point (file, map.chads (chad_index).resources (index)); end loop;
-- for index in material.enumeration loop core.save_point (file, map.chads (chad_index).materials (index)); end loop;
for index in 0 .. skill.limit - 1 loop core.io.write (file, skill.enumeration'pos (map.chads (1).skills (index).index)); end loop; --
for index in 0 .. skill.limit - 1 loop core.io.write (file, map.chads (1).skills (index).value); end loop; for index in 0 .. skill.limit - 1 loop core.io.write (file, skill.enumeration'pos (map.chads (chad_index).skills (index).index)); end loop;
for index in 0 .. skill.limit - 1 loop core.io.write (file, map.chads (1).skills (index).limit); end loop; for index in 0 .. skill.limit - 1 loop core.io.write (file, map.chads (chad_index).skills (index).value); end loop;
-- for index in 0 .. skill.limit - 1 loop core.io.write (file, map.chads (chad_index).skills (index).limit); end loop;
for kind in equipment.kind loop --
core.io.write (file, equipment.enumeration'pos (map.chads (1).equipments (kind))); for kind in equipment.kind loop
end loop; core.io.write (file, equipment.enumeration'pos (map.chads (chad_index).equipments (kind)));
--
core.io.write (file, map.chads (1).item_count);
--
if map.chads (1).item_count > 0 then
for index in 0 .. map.chads (1).item_count - 1 loop
core.io.write (file, equipment.enumeration'pos (map.chads (1).items (index)));
end loop; end loop;
end if; --
-- core.io.write (file, map.chads (chad_index).item_count);
for index in 0 .. unit.limit - 1 loop core.io.write (file, unit.enumeration'pos (map.chads (1).units (index).index)); end loop; --
for index in 0 .. unit.limit - 1 loop core.io.write (file, map.chads (1).units (index).value); end loop; if map.chads (chad_index).item_count > 0 then
for index in 0 .. unit.limit - 1 loop core.io.write (file, map.chads (1).units (index).limit); end loop; for index in 0 .. map.chads (chad_index).item_count - 1 loop
core.io.write (file, equipment.enumeration'pos (map.chads (chad_index).items (index)));
end loop;
end if;
--
for index in 0 .. unit.limit - 1 loop core.io.write (file, unit.enumeration'pos (map.chads (chad_index).units (index).index)); end loop;
for index in 0 .. unit.limit - 1 loop core.io.write (file, map.chads (chad_index).units (index).value); end loop;
for index in 0 .. unit.limit - 1 loop core.io.write (file, map.chads (chad_index).units (index).limit); end loop;
end loop;
-- --
core.io.close (file); core.io.close (file);
-- --
@ -593,38 +595,40 @@ package body world is
for index in 1 .. map.unit_count.limit loop core.io.read (file, map.units (index).x); end loop; for index in 1 .. map.unit_count.limit loop core.io.read (file, map.units (index).x); end loop;
for index in 1 .. map.unit_count.limit loop core.io.read (file, map.units (index).y); end loop; for index in 1 .. map.unit_count.limit loop core.io.read (file, map.units (index).y); end loop;
-- --
core.io.read (file, this); map.chads (1).index := chad.enumeration'val (this); for chad_index in 1 .. map.chad_count.limit loop
core.io.read (file, this); map.chads (1).state := core.animation'val (this); core.io.read (file, this); map.chads (chad_index).index := chad.enumeration'val (this);
core.io.read (file, map.chads (1).x); core.io.read (file, this); map.chads (chad_index).state := core.animation'val (this);
core.io.read (file, map.chads (1).y); core.io.read (file, map.chads (chad_index).x);
-- core.io.read (file, map.chads (chad_index).y);
core.load_point (file, map.chads (1).health); --
core.load_point (file, map.chads (1).mana); core.load_point (file, map.chads (chad_index).health);
core.load_point (file, map.chads (1).movement); core.load_point (file, map.chads (chad_index).mana);
-- core.load_point (file, map.chads (chad_index).movement);
for index in attribute.enumeration loop core.load_point (file, map.chads (1).attributes (index)); end loop; --
for index in resource.enumeration loop core.load_point (file, map.chads (1).resources (index)); end loop; for index in attribute.enumeration loop core.load_point (file, map.chads (chad_index).attributes (index)); end loop;
for index in material.enumeration loop core.load_point (file, map.chads (1).materials (index)); end loop; for index in resource.enumeration loop core.load_point (file, map.chads (chad_index).resources (index)); end loop;
-- for index in material.enumeration loop core.load_point (file, map.chads (chad_index).materials (index)); end loop;
for index in 0 .. skill.limit - 1 loop core.io.read (file, this); map.chads (1).skills (index).index := skill.enumeration'val (this); end loop; --
for index in 0 .. skill.limit - 1 loop core.io.read (file, map.chads (1).skills (index).value); end loop; for index in 0 .. skill.limit - 1 loop core.io.read (file, this); map.chads (chad_index).skills (index).index := skill.enumeration'val (this); end loop;
for index in 0 .. skill.limit - 1 loop core.io.read (file, map.chads (1).skills (index).limit); end loop; for index in 0 .. skill.limit - 1 loop core.io.read (file, map.chads (chad_index).skills (index).value); end loop;
-- for index in 0 .. skill.limit - 1 loop core.io.read (file, map.chads (chad_index).skills (index).limit); end loop;
for kind in equipment.kind loop --
core.io.read (file, this); map.chads (1).equipments (kind) := equipment.enumeration'val (this); for kind in equipment.kind loop
end loop; core.io.read (file, this); map.chads (chad_index).equipments (kind) := equipment.enumeration'val (this);
--
core.io.read (file, map.chads (1).item_count);
--
if map.chads (1).item_count > 0 then
for index in 0 .. map.chads (1).item_count - 1 loop
core.io.read (file, this); map.chads (1).items (index) := equipment.enumeration'val (this);
end loop; end loop;
end if; --
-- core.io.read (file, map.chads (chad_index).item_count);
for index in 0 .. unit.limit - 1 loop core.io.read (file, this); map.chads (1).units (index).index := unit.enumeration'val (this); end loop; --
for index in 0 .. unit.limit - 1 loop core.io.read (file, map.chads (1).units (index).value); end loop; if map.chads (chad_index).item_count > 0 then
for index in 0 .. unit.limit - 1 loop core.io.read (file, map.chads (1).units (index).limit); end loop; for index in 0 .. map.chads (chad_index).item_count - 1 loop
core.io.read (file, this); map.chads (chad_index).items (index) := equipment.enumeration'val (this);
end loop;
end if;
--
for index in 0 .. unit.limit - 1 loop core.io.read (file, this); map.chads (chad_index).units (index).index := unit.enumeration'val (this); end loop;
for index in 0 .. unit.limit - 1 loop core.io.read (file, map.chads (chad_index).units (index).value); end loop;
for index in 0 .. unit.limit - 1 loop core.io.read (file, map.chads (chad_index).units (index).limit); end loop;
end loop;
-- --
core.io.close (file); core.io.close (file);
-- --
@ -661,6 +665,17 @@ package body world is
------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------
procedure draw_battle is
begin
core.echo (core.failure, "Battles are not implemented yet!");
--
map.chads (1).y := map.chads (1).y + 1;
--
battle_active := false;
end draw_battle;
------------------------------------------------------------------------------------------
procedure mapshot (file_path : in string) is procedure mapshot (file_path : in string) is
begin begin
if not map_is_revealed then if not map_is_revealed then
@ -1145,6 +1160,12 @@ package body world is
x => offset.x + (map.chads (index).x - core.camera.x) * core.base * core.zoom, x => offset.x + (map.chads (index).x - core.camera.x) * core.base * core.zoom,
y => offset.y + (map.chads (index).y - core.camera.y) * core.base * core.zoom, y => offset.y + (map.chads (index).y - core.camera.y) * core.base * core.zoom,
factor => core.zoom); factor => core.zoom);
--
if map.chads (index).x = core.camera.x and map.chads (index).y = core.camera.y and index > 1 then
battle_active := true;
battle_left := map.chads (1);
battle_right := map.chads (index);
end if;
end if; end if;
end loop; end loop;
end draw_chads; end draw_chads;

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@ -40,6 +40,11 @@ package world is
map : definition; map : definition;
battle_active : boolean := false;
battle_map : definition;
battle_left : chad.information;
battle_right : chad.information;
review_unit_data : unit.enumeration := unit.none; review_unit_data : unit.enumeration := unit.none;
------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------
@ -77,6 +82,8 @@ package world is
procedure draw; procedure draw;
procedure draw_battle;
procedure mapshot (file_path : in string); procedure mapshot (file_path : in string);
function map_is_revealed return boolean; function map_is_revealed return boolean;