New skill menu and braindead simple menu stack...
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df21c0f24f
commit
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@ -15,6 +15,23 @@ 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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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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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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begin
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@ -56,10 +73,10 @@ begin
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--
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exit when core.engine_active = false;
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--
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if core.signal_mode = core.signal_code'pos (core.signal_a) then preview_width := preview_width - 60; end if;
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if core.signal_mode = core.signal_code'pos (core.signal_d) then preview_width := preview_width + 60; end if;
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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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--~if core.signal_mode = core.signal_code'pos (core.signal_a) then preview_width := preview_width - 60; end if;
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--~if core.signal_mode = core.signal_code'pos (core.signal_d) then preview_width := preview_width + 60; end if;
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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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@ -71,7 +88,7 @@ begin
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core.camera.x := core.clip (core.camera.x, 0, world.map.width - preview_width / core.base);
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core.camera.y := core.clip (core.camera.y, 0, world.map.height - preview_height / core.base);
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--
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world.draw (preview_x, preview_y, preview_width - 2 * preview_x, preview_height - 2 * preview_y - 32, core.cursor_mode = 2);
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world.draw (preview_x, preview_y, preview_width - 2 * preview_x, preview_height - 2 * preview_y - 32, core.signal_mode = core.signal_code'pos (core.signal_g));
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--
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--~core.draw_central_grid (preview_x, preview_y, preview_width - 2 * preview_x, preview_height - 2 * preview_y);
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--~core.draw_squared_grid (preview_x, preview_y, preview_width - 2 * preview_x, preview_height - 2 * preview_y);
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@ -95,10 +112,11 @@ 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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--~attribute.menu (300, 200, false);
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skill.menu (600, 300, true);
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--~resource.menu (300, 500, false);
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--~unit.menu (300, 500, true);
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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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--~unit.stat (unit.griffin, 0, 0, true);
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--~unit.stat (unit.halberdier, 0, 0, true);
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@ -108,6 +126,10 @@ 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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--~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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@ -38,9 +38,9 @@ package body skill is
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--
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for index in codex
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loop
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ui.draw_icon (trait (index).text, move_x + 216 * (codex'pos (index) mod 4) + offset, move_y + core.icon * (codex'pos (index) / 4) + offset);
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draw (index, move_x + 216 * (codex'pos (index) mod 4) + offset, move_y + core.icon * (codex'pos (index) / 4) + offset);
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core.write (trait (index).name, move_x + 216 * (codex'pos (index) mod 4) + offset + core.icon, move_y + core.icon * (codex'pos (index) / 4) + offset, ui.font (ui.active));
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ui.draw_icon (trait (index).text, move_x + 216 * (codex'pos (index) / 6) + offset, move_y + core.icon * (codex'pos (index) mod 6) + offset);
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draw (index, move_x + 216 * (codex'pos (index) / 6) + offset, move_y + core.icon * (codex'pos (index) mod 6) + offset);
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core.write (trait (index).name, move_x + 216 * (codex'pos (index) / 6) + offset + core.icon, move_y + core.icon * (codex'pos (index) mod 6) + offset, ui.font (ui.active));
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end loop;
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end menu;
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