with core; use core; package body core is ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ procedure configure is begin engine_configure; -- hexagon_grid_sprite := load_sprite ("./sprite/ui/hexagon_grid_tile.png", 1, 1); hexagon_fill_sprite := load_sprite ("./sprite/ui/hexagon_fill_tile.png", 1, 1); end configure; ------------------------------------------------------------------------------------------ procedure synchronize is begin global_time := global_time + 1; -- global_time := global_time mod (gameplay_framerate * animation_framerate); gameplay_time := global_time mod (gameplay_framerate); animation_time := global_time / (gameplay_framerate / animation_framerate); -- engine_synchronize; end synchronize; ------------------------------------------------------------------------------------------ procedure draw_state_box (x, y : in integer) is begin render_string (c_string ("Cursor X :" & integer'image (cursor_x)), x, y + 0, 16#CCCCCC#, true); render_string (c_string ("Cursor Y :" & integer'image (cursor_y)), x, y + 32, 16#CCCCCC#, true); render_string (c_string ("Cursor Mode :" & integer'image (cursor_mode)), x, y + 64, 16#CCCCCC#, true); render_string (c_string ("Signal Code :" & signal_code'image (signal_code'val (signal_mode))), x, y + 96, 16#CCCCCC#, true); render_string (c_string ("Camera X :" & integer'image (camera.x)), x, y + 128, 16#CCCCCC#, true); render_string (c_string ("Camera Y :" & integer'image (camera.y)), x, y + 160, 16#CCCCCC#, true); render_string (c_string ("Global Time :" & integer'image (global_time)), x, y + 192, 16#CCCCCC#, true); render_string (c_string ("Gameplay Time :" & integer'image (gameplay_time)), x, y + 224, 16#CCCCCC#, true); render_string (c_string ("Animation Time :" & integer'image (animation_time)), x, y + 256, 16#CCCCCC#, true); render_string (c_string ("Framerate :" & integer'image (framerate)), x, y + 288, 16#CCCCCC#, true); end draw_state_box; ------------------------------------------------------------------------------------------ function flip_coin return integer is begin return (random_integer (0, 1)); end flip_coin; ------------------------------------------------------------------------------------------ function roll_dice return integer is begin return (random_integer (1, 6)); end roll_dice; ------------------------------------------------------------------------------------------ function by_chance (chance : in integer) return integer is begin return (random_integer (0, 100) mod chance); end by_chance; ------------------------------------------------------------------------------------------ function sigmoid (value : in boolean) return integer is begin return (if value then -1 else 1); end sigmoid; ------------------------------------------------------------------------------------------ function c_string (ada_string : string) return string is begin return (ada_string & character'val (0)); end c_string; ------------------------------------------------------------------------------------------ function load_sprite (file_path : in string; frames, states : in integer) return sprite is this : sprite; begin this.index := import_sprite (c_string (file_path)); this.width := sprite_width (this.index) / states; this.height := sprite_height (this.index) / frames; this.frames := frames; this.states := states; -- return this; end load_sprite; ------------------------------------------------------------------------------------------ procedure crop (data : in sprite; x, y, u, v, width, height : in integer) is begin render_sprite (data.index, x, y, u, v, width, height); end crop; ------------------------------------------------------------------------------------------ procedure draw (data : in sprite; x, y : in integer) is begin render_sprite (data.index, x, y, 0, 0, data.width, data.height); end draw; ------------------------------------------------------------------------------------------ procedure move (data : in sprite; x, y, frame, state : in integer) is begin render_sprite (data.index, x, y, state * data.width, (animation_time mod frame) * data.height, data.width, data.height); end move; ------------------------------------------------------------------------------------------ procedure write (text : in string; x, y : in integer) is begin null; end write; ------------------------------------------------------------------------------------------ procedure hexagonal_grid (x, y, width, height : in integer; fill : in boolean) is crop_width : constant integer := width mod hexagon_grid_sprite.width; crop_height : constant integer := height mod hexagon_grid_sprite.height; use_sprite : constant sprite := (if fill then hexagon_fill_sprite else hexagon_grid_sprite); begin for move_y in 0 .. height / hexagon_grid_sprite.height - 1 loop for move_x in 0 .. width / hexagon_grid_sprite.width - 1 loop draw (use_sprite, x + move_x * hexagon_grid_sprite.width, y + move_y * hexagon_grid_sprite.height); end loop; -- crop (use_sprite, x + width - crop_width, y + move_y * hexagon_grid_sprite.height, 0, 0, crop_width, hexagon_grid_sprite.height); end loop; -- for move_x in 0 .. width / hexagon_grid_sprite.width - 1 loop crop (use_sprite, x + move_x * hexagon_grid_sprite.width, y + height - crop_height, 0, 0, hexagon_grid_sprite.width, crop_height); end loop; -- crop (use_sprite, x + width - crop_width, y + height - crop_height, 0, 0, crop_width, crop_height); end hexagonal_grid; ------------------------------------------------------------------------------------------ function lowercase (text : in string) return string is result : string (1 .. text'length); begin for index in text'range loop if text (index) in 'A' .. 'Z' then result (index) := character'val (character'pos (text (index)) + 32); else result (index) := text (index); end if; end loop; -- return result; end lowercase; ------------------------------------------------------------------------------------------ function uppercase (text : in string) return string is result : string (1 .. text'length); begin for index in text'range loop if text (index) in 'a' .. 'z' then result (index) := character'val (character'pos (text (index)) - 32); else result (index) := text (index); end if; end loop; -- return result; end uppercase; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ end core;