125 lines
5.3 KiB
Ada
125 lines
5.3 KiB
Ada
-- Copyright (c) 2024 - Ognjen 'xolatile' Milan Robovic
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--
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-- GNU General Public Licence (version 3 or later)
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with core, ui, resource, item, unit, construction, world;
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package body world is
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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procedure configure is
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begin
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core.echo (core.comment, "Configuring world components...");
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--
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tiles := core.import_sprite ("./sprite/world/terrain/terrain.png", 1, 1);
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--
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for index in landmark_index loop
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declare file : constant string := core.lowercase (index'image);
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begin
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landmarks (index) := core.import_sprite ("./sprite/world/landmark/" & file & ".png", trait (index).frames, 1);
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end;
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end loop;
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end configure;
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------------------------------------------------------------------------------------------
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procedure make (index : in biome; width, height : in natural) is
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begin
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core.echo (core.comment, "-- Procedurally generating new map...");
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--
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core.echo (core.comment, "-- -- Map type : " & index'image);
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core.echo (core.comment, "-- -- Map width :" & width'image);
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core.echo (core.comment, "-- -- Map height :" & height'image);
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core.echo (core.comment, "-- -- Landmark count :" & landmark_limit'image);
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--
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map.kind := index;
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map.width := width;
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map.height := height;
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map.tiles := new tile_array (0 .. map.width - 1, 0 .. map.height - 1);
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map.landmarks := new landmark_array (1 .. landmark_limit);
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--
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for x in 0 .. width - 1 loop
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for y in 0 .. height - 1 loop
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map.tiles (x, y) := (core.random (0, 23) * core.random (0, 23)) mod 24;
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end loop;
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end loop;
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--
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for index in 1 .. landmark_limit loop
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map.landmarks (index).index := landmark_index'val (core.random (0, 8));
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map.landmarks (index).x := core.random (0, map.width - 1);
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map.landmarks (index).y := core.random (0, map.height - 1);
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end loop;
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--
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core.echo (core.success, "Finished procedurally generating new map.");
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end make;
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------------------------------------------------------------------------------------------
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procedure draw is
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u : integer := 0;
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v : integer := 0;
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offset : core.vector := ((core.window_width - core.base) / 2,
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(core.window_height - core.base) / 2);
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render : core.vector := (map.width - 1,
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map.height - 1);
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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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u := core.base * biome'pos (map.kind) * 4;
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--~v := core.base * map.tiles ((horizontal - core.camera.x) mod map.width, (vertical - core.camera.y) mod map.height);
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v := core.base * map.tiles (horizontal, vertical);
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--
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core.draw (data => tiles,
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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 => u,
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v => v,
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width => core.base,
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height => core.base);
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--
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--~if core.cursor.x > offset.x + (horizontal - core.camera.x ) * core.base * core.zoom
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--~and core.cursor.x < offset.x + (horizontal - core.camera.x + 1) * core.base * core.zoom
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--~and core.cursor.y > offset.y + (vertical - core.camera.y ) * core.base * core.zoom
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--~and core.cursor.y < offset.y + (vertical - core.camera.y + 1) * core.base * core.zoom
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--~and core.cursor_mode = 1 and not ui.prioritize then
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--~core.camera.x := horizontal;
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--~core.camera.y := vertical;
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--~core.cursor_mode := 0;
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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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for index in 1 .. landmark_limit loop
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core.draw (data => landmarks (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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end loop;
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end draw;
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--~procedure draw is
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--~u, v : integer;
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--~begin
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--~for move_y in 0 .. core.window_height / core.base / core.zoom + 1 loop
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--~for move_x in 0 .. core.window_width / core.base / core.zoom + 1 loop
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--~u := core.base * biome'pos (map.kind) * 4;
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--~v := core.base * map.tiles (core.camera.x + move_x, core.camera.y + move_y);
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--~--
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--~core.draw (tiles, move_x * core.base * core.zoom, move_y * core.base * core.zoom, u, v, core.base, core.base);
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--~end loop;
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--~end loop;
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--~--
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--~for index in 1 .. landmark_limit loop
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--~core.draw (data => landmarks (map.landmarks (index).index),
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--~x => (map.landmarks (index).x - core.camera.x * core.base) * core.zoom,
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--~y => (map.landmarks (index).y - core.camera.y * core.base) * core.zoom);
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--~end loop;
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--~end draw;
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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end world;
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