with ada.text_io; use ada.text_io; with core, ui, menu, effect, attribute, skill, resource, faction, might, magic, item, unit, construction, world; procedure main is ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --~world_active : world.codex := world.ashland; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Ognjen Milan Robovic -- Richard Martin Stallman -- Eric Steven Raymond -- Linus Benedict Torvalds -- -- Ada Augusta King -- Marina Ann Hantzis begin core.engine_configure; core.hexagon_grid_sprite := core.load_sprite ("sprite/ui/hexagon_grid_tile.png", 1, 1); core.hexagon_fill_sprite := core.load_sprite ("sprite/ui/hexagon_fill_tile.png", 1, 1); --~attribute.sprite := core.load_sprite ("sprite/ui/attribute.png", 1, 1); --~skill.sprite := core.load_sprite ("sprite/ui/skill.png", 1, 1); --~resource.sprite := core.load_sprite ("sprite/ui/resource.png", 1, 1); --~magic.sprite := core.load_sprite ("sprite/ui/magic.png", 1, 1); --~item.sprite := core.load_sprite ("sprite/ui/item.png", 1, 1); ui.configure; might.configure; magic.configure; item.configure; unit.configure; construction.configure; world.configure; core.fairy_synchronize (6); -- CALLING SUBROUTINE DEFINED IN FORTRAN world.make (world.rough, 80, 40); gameplay: loop exit when core.engine_active = false; -- core.global_time := core.global_time + 1; -- core.global_time := core.global_time mod (core.gameplay_framerate * core.animation_framerate); core.gameplay_time := core.global_time mod (core.gameplay_framerate); core.animation_time := core.global_time / (core.gameplay_framerate / core.animation_framerate); -- delay duration (1.0 / 60.0); -- core.engine_synchronize; -- --~if core.cursor_mode = 1 then --~world_active := world.codex'val ((world.codex'pos (world_active) + 1) mod 6); --~delay duration (0.333); --~end if; --~world.render (world_active, 0, 0); -- world.draw (24, 24, core.window_width - 480 - 48, core.window_height - 48, core.cursor_mode = 2); -- ui.active := ui.steam; if core.signal_mode = core.signal_code'pos (core.signal_left) then core.camera.x := core.camera.x - 1; end if; if core.signal_mode = core.signal_code'pos (core.signal_right) then core.camera.x := core.camera.x + 1; end if; if core.signal_mode = core.signal_code'pos (core.signal_up) then core.camera.y := core.camera.y - 1; end if; if core.signal_mode = core.signal_code'pos (core.signal_down) then core.camera.y := core.camera.y + 1; end if; if core.cursor_mode = 3 then --~ui.active := ui.style'val (ui.style'pos (ui.active) mod 4); --~case ui.active is --~when ui.default => ui.active := ui.gothic; --~when ui.gothic => ui.active := ui.yd; --~when ui.yd => ui.active := ui.default; --~end case; ui.active := ui.default; --~ui.active := ui.steam; end if; -- --~for this in might.codex --~loop --~might.draw (this, 112 * (might.codex'pos (this) / 7) + 64, 112 * (might.codex'pos (this) mod 7) + 64); --~end loop; -- --~unit.render (unit.angel, unit.attack, 300, 300); --~unit.render (unit.arch_angel, unit.moving, 600, 300); -- --~for this in unit.goblin .. unit.ancient_behemoth --~loop --~for anim in unit.animation --~loop --~unit.draw (this, anim, 80 * (unit.codex'pos (this) mod 14) + 40, 64 * unit.animation'pos (anim) + 40); --~end loop; --~end loop; -- --~for this in unit.pikeman .. unit.ghost_dragon --~loop --~unit.render (this, unit.idle, 96 * (unit.codex'pos (this) / 7) + 32, 96 * (unit.codex'pos (this) mod 7) + 32); --~end loop; -- --~for this in construction.codex --~loop --~construction.draw (this, 128 * (construction.codex'pos (this) mod 12) + 32, 128 * (construction.codex'pos (this) / 12) + 32); --~end loop; -- --~attribute.render (attribute.defense, 0, 100); --~skill.render (skill.archery, 1, 100, 100); --~skill.render (skill.tactics, 2, 200, 100); --~skill.render (skill.fire_magic, 3, 300, 100); --~resource.render (resource.mercury, 400, 100); -- --~core.animate_sprite (test, 700, 100, (64, 64, 0, 0), 10); -- --~menu.render (menu.attribute_list, 1200, 400, 0, 0); --~menu.render (menu.skill_list, 400, 400, 0, 0); -- ui.draw_menu (0, 0, core.window_width - 480, core.window_height, false); ui.draw_tiny_menu (core.window_width - 480, 0, 480, core.window_height, true); -- --~for this in magic.blow_away .. magic.thunderclap loop magic.draw (this, 112 * (magic.codex'pos (this) - magic.codex'pos (magic.chain_magic_arrow)) - 60, 112 * 0 + 64); end loop; --~for this in magic.agony_mass .. magic.weakness loop magic.draw (this, 112 * (magic.codex'pos (this) - magic.codex'pos (magic.thunderclap)) - 60, 112 * 1 + 64); end loop; --~for this in magic.earthquake .. magic.summon_earth_elemental loop magic.draw (this, 112 * (magic.codex'pos (this) - magic.codex'pos (magic.weakness)) - 60, 112 * 2 + 64); end loop; --~for this in magic.determination_mass .. magic.summon_fire_elemental loop magic.draw (this, 112 * (magic.codex'pos (this) - magic.codex'pos (magic.summon_earth_elemental)) - 60, 112 * 3 + 64); end loop; --~for this in magic.blindness .. magic.sunburst loop magic.draw (this, 112 * (magic.codex'pos (this) - magic.codex'pos (magic.summon_fire_elemental)) - 60, 112 * 4 + 64); end loop; --~for this in magic.dispel_magic_mass .. magic.time_statis loop magic.draw (this, 112 * (magic.codex'pos (this) - magic.codex'pos (magic.sunburst)) - 60, 112 * 5 + 64); end loop; --~for this in magic.blizzard .. magic.winter_circle loop magic.draw (this, 112 * (magic.codex'pos (this) - magic.codex'pos (magic.time_statis)) - 60, 112 * 6 + 64); end loop; -- for index in item.codex loop item.draw (index, 32 * (item.codex'pos (index) / 10) + 32, 32 * (item.codex'pos (index) mod 10) + 32); end loop; -- core.render_string (core.c_string ("X :" & integer'image (core.cursor_x)), 1352, 32, 16#CCCCCC#, false); core.render_string (core.c_string ("Y :" & integer'image (core.cursor_y)), 1352, 64, 16#CCCCCC#, false); core.render_string (core.c_string ("T :" & integer'image (core.cursor_mode)), 1352, 96, 16#CCCCCC#, false); core.render_string (core.c_string ("M :" & core.signal_code'image (core.signal_code'val (core.signal_mode))), 1352, 128, 16#CCCCCC#, false); core.render_string (core.c_string ("U :" & integer'image (core.camera.x)), 1352, 160, 16#CCCCCC#, false); core.render_string (core.c_string ("V :" & integer'image (core.camera.y)), 1352, 192, 16#CCCCCC#, false); -- --~ui.draw_tiny_menu (400, 400, 400, 400, true); --~menu.draw_menu (200, 100, 400, 200, true); --~menu.draw_tiny_menu (800, 200, 400, 200, true); -- --~menu.draw_background (menu.main_background, 96, 96, 288, 128); --~menu.draw_background (menu.main_background, 96, 300, 200, 100); --~menu.draw_background (menu.main_background, 96, 450, 96, 96); end loop gameplay; end main;