527 lines
23 KiB
Ada
527 lines
23 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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pragma ada_2012;
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with core, ui, effect, attribute, skill, resource, faction, deity, material, magic, equipment, unit, construction, chad, world;
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use type core.cursor_code;
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use type core.signal_code;
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use type core.point;
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procedure main is
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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type view is (
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map_preview_panel,
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status_preview_panel,
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text_box_panel,
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fullscreen
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);
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------------------------------------------------------------------------------------------
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procedure swap_map_preview_panel;
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procedure swap_status_preview_panel;
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procedure swap_text_box_panel;
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procedure swap_fullscreen;
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procedure ui_main_style;
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procedure zoom_in;
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procedure zoom_out;
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------------------------------------------------------------------------------------------
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signal_list : constant array (core.signal_code) of access procedure := (
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core.signal_up => world.player_up'access,
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core.signal_down => world.player_down'access,
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core.signal_left => world.player_left'access,
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core.signal_right => world.player_right'access,
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core.signal_v => ui_main_style'access,
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core.signal_kp_add => zoom_in'access,
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core.signal_kp_subtract => zoom_out'access,
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core.signal_f1 => world.resource_cheat_1'access,
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core.signal_f2 => world.resource_cheat_2'access,
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core.signal_f3 => world.resource_cheat_3'access,
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core.signal_f4 => world.resource_cheat_4'access,
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core.signal_f5 => world.resource_cheat_5'access,
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core.signal_f6 => world.resource_cheat_6'access,
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core.signal_f7 => world.reveal_map'access,
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core.signal_f8 => world.restore_points'access,
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others => core.idle_skip'access
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);
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view_show : array (view) of access procedure := (
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swap_map_preview_panel'access,
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swap_status_preview_panel'access,
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swap_text_box_panel'access,
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swap_fullscreen'access
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);
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view_icon : array (view) of core.sprite := (others => (others => 0));
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view_list : array (view) of boolean := (fullscreen => false, others => true);
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view_text : constant array (view) of access string := (
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new string'("Toggle map preview panel."),
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new string'("Toggle status preview panel."),
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new string'("Toggle text box panel."),
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new string'("Toggle fullscreen or windowed mode.")
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);
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game_title : core.sprite;
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game_preview : array (world.biome) of core.sprite;
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switch : natural := 0;
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choose : world.biome := world.grass;
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view_source_code : natural := 17;
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source_code : constant array (0 .. 22) of access string := (
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new string'(core.folder & "/source/ai.adb"),
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new string'(core.folder & "/source/ai.ads"),
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new string'(core.folder & "/source/attribute.ads"),
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new string'(core.folder & "/source/chad.ads"),
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new string'(core.folder & "/source/construction.ads"),
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new string'(core.folder & "/source/core.adb"),
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new string'(core.folder & "/source/core.ads"),
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new string'(core.folder & "/source/deity.ads"),
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new string'(core.folder & "/source/effect.ads"),
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new string'(core.folder & "/source/equipment.ads"),
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new string'(core.folder & "/source/faction.ads"),
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new string'(core.folder & "/source/magic.ads"),
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new string'(core.folder & "/source/main.adb"),
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new string'(core.folder & "/source/material.ads"),
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new string'(core.folder & "/source/might.ads"),
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new string'(core.folder & "/source/ray.ads"),
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new string'(core.folder & "/source/resource.ads"),
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new string'(core.folder & "/source/skill.ads"),
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new string'(core.folder & "/source/ui.adb"),
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new string'(core.folder & "/source/ui.ads"),
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new string'(core.folder & "/source/unit.ads"),
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new string'(core.folder & "/source/world.adb"),
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new string'(core.folder & "/source/world.ads")
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);
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side_panel : integer := 0;
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preview_width : integer := 0;
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preview_height : integer := 0;
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text_box_height : integer := 0;
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player : chad.information := (
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skills => (skill.archery, skill.athletics, skill.tactics, skill.aerokinesis, skill.logistics, skill.leadership, skill.estates, skill.mysticism),
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points => (others => (1, 3)),
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--
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equipments => (equipment.chest => equipment.iron_chestplate,
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equipment.head => equipment.iron_helmet,
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equipment.hands => equipment.iron_gauntlets,
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equipment.feet => equipment.iron_greaves,
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equipment.main_hand => equipment.iron_sword,
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others => equipment.none),
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others => <>
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);
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------------------------------------------------------------------------------------------
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procedure swap_map_preview_panel is begin view_list (map_preview_panel) := not view_list (map_preview_panel); end swap_map_preview_panel;
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procedure swap_status_preview_panel is begin view_list (status_preview_panel) := not view_list (status_preview_panel); end swap_status_preview_panel;
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procedure swap_text_box_panel is begin view_list (text_box_panel) := not view_list (text_box_panel); end swap_text_box_panel;
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procedure swap_fullscreen is begin view_list (fullscreen) := not view_list (fullscreen); end swap_fullscreen;
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------------------------------------------------------------------------------------------
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procedure ui_main_style is
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begin
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ui.active := ui.style'val ((ui.style'pos (ui.active) + 1) mod ui.style_count);
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end ui_main_style;
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------------------------------------------------------------------------------------------
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procedure zoom_in is begin core.zoom := 2; end zoom_in;
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procedure zoom_out is begin core.zoom := 1; end zoom_out;
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------------------------------------------------------------------------------------------
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procedure player_information is
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player_1 : chad.information renames world.map.chads (1);
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--
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offset : constant integer := 8;
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x : constant integer := preview_width + core.icon;
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y : constant integer := core.icon;
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width : constant integer := side_panel - 2 * core.icon;
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height : constant integer := chad.view_height + 11 * core.icon + 4 * core.base + 2 * offset;
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more : constant natural := 10;
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less : constant natural := 5;
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side : constant integer := chad.view_width + attribute.count * core.icon;
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at_x : integer := x + offset;
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at_y : integer := y + offset;
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begin
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ui.draw_frame ("--", x, y, width, height);
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ui.draw_sprite (chad.view (player_1.index), chad.description (player_1.index).name.all, at_x, at_y, 0);
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ui.draw_text_box (at_x + chad.view_width, at_y, width - chad.view_width - 2 * offset, core.icon);
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ui.write (chad.description (player_1.index).name.all, at_x + chad.view_width + less, at_y + less);
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--
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ui.draw_text (chad.description (player_1.index).title.all, at_x + side, at_y + 1 * core.icon, width - side - 2 * offset, core.icon, more);
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ui.draw_text ("Level" & player_1.level'image, at_x + side, at_y + 2 * core.icon, width - side - 2 * offset, core.icon, more);
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--
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at_x := x + chad.view_width + offset;
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at_y := y + core.icon + offset;
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--
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for index in attribute.enumeration loop
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ui.draw_icon (attribute.icon (index), attribute.description (index).text.all, at_x, at_y);
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ui.draw_text (player_1.attributes (index).value'image, at_x, at_y + core.icon, core.icon, core.icon, more);
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--
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at_x := at_x + core.icon;
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end loop;
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--
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at_x := x + offset;
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at_y := y + offset + chad.view_height;
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--
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ui.draw_separator (at_x, at_y, width - 2 * offset);
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--
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at_y := at_y + core.base + core.icon;
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--
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ui.draw_tiny_fill_bar (at_x, at_y + 0 * core.icon, side, float (player_1.health.value) / float (player_1.health.limit), (127, 0, 0, 255));
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ui.draw_tiny_fill_bar (at_x, at_y + 1 * core.icon, side, float (player_1.mana.value) / float (player_1.mana.limit), (0, 0, 127, 255));
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ui.draw_tiny_fill_bar (at_x, at_y + 2 * core.icon, side, float (player_1.movement.value) / float (player_1.movement.limit), (0, 127, 0, 255));
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--
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ui.draw_text ("Health", at_x + side, at_y - core.icon, width - side - 2 * offset, core.icon, more);
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ui.draw_text ("Mana", at_x + side, at_y, width - side - 2 * offset, core.icon, more);
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ui.draw_text ("Movement", at_x + side, at_y + core.icon, width - side - 2 * offset, core.icon, more);
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--
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ui.write (player_1.health.value'image & " /" & player_1.health.limit'image, at_x + core.icon, at_y - core.icon + more, code => true);
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ui.write (player_1.mana.value'image & " /" & player_1.mana.limit'image, at_x + core.icon, at_y + more, code => true);
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ui.write (player_1.movement.value'image & " /" & player_1.movement.limit'image, at_x + core.icon, at_y + core.icon + more, code => true);
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--
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at_y := at_y + 2 * core.icon;
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--
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ui.draw_separator (at_x, at_y, width - 2 * offset);
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--
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at_y := at_y + core.base;
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--
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for index in equipment.kind loop
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if equipment.enumeration'pos (player_1.equipments (index)) /= equipment.enumeration'pos (equipment.none) then
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ui.draw_overicon (data => equipment.icon (player_1.equipments (index)),
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text => equipment.description (player_1.equipments (index)).name.all,
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x => at_x + equipment.kind'pos (index) * core.icon,
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y => at_y);
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else
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ui.draw_overicon (data => equipment.slot (index),
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text => "Slot '" & core.lowercase (equipment.kind (index)'image) & "' is empty.",
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x => at_x + equipment.kind'pos (index) * core.icon,
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y => at_y);
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end if;
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end loop;
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--
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ui.draw_text ("Equipment", at_x + 8 * core.icon, at_y, width - 8 * core.icon - 2 * offset, core.icon, more);
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--
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at_y := at_y + core.icon;
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--
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ui.draw_text ("Skills", at_x + side, at_y, width - side - 2 * offset, core.icon, more);
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--
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for index in 0 .. chad.skill_limit - 1 loop
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ui.draw_icon (skill.icon (player_1.skills (index)), skill.description (player_1.skills (index)).text.all, at_x + index * core.icon, at_y);
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--~ui.write (player_1.points (index).value'image, at_x + index * core.icon + more, at_y + more, code => true);
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end loop;
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--
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at_y := at_y + core.icon;
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--
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ui.draw_separator (at_x, at_y, width - 2 * offset);
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--
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at_y := at_y + core.base;
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--
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ui.draw_text_box (at_x + side, at_y, width - side - 2 * offset, 3 * core.icon);
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ui.draw_end_turn_button (at_x + side + (width - side - 2 * offset - 2 * core.icon) / 2, at_y + core.icon / 2);
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ui.write ("End Turn", at_x + side + less, at_y + core.icon + less);
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--
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for index_y in 0 .. 2 loop
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for index_x in 0 .. 7 loop
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ui.draw_icon (data => equipment.icon (player_1.items (8 * index_y + index_x)),
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text => equipment.description (player_1.items (8 * index_y + index_x)).name.all,
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x => at_x + index_x * core.icon,
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y => at_y + index_y * core.icon);
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end loop;
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end loop;
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--
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at_y := at_y + 3 * core.icon;
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--
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ui.draw_separator (at_x, at_y, width - 2 * offset);
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--
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at_y := at_y + core.base;
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--
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ui.draw_text (world.day_name (7).all, at_x, at_y + 0 * core.icon, width - 2 * offset, core.icon, more, 0);
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ui.draw_text (world.week_name (52).all, at_x, at_y + 1 * core.icon, width - 2 * offset, core.icon, more, 0);
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ui.draw_text (world.month_name (2).all, at_x, at_y + 2 * core.icon, width - 2 * offset, core.icon, more, 0);
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end player_information;
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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begin
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core.dash;
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core.echo (core.comment, "Copyright (C) 2024 -- Ognjen 'xolatile' Milan Robovic");
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core.echo (core.comment, "Version -- 1.0.0");
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core.echo (core.comment, "License -- GNU/GPLv3+");
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core.echo (core.comment, "Xorana is free software, you can redistribute it and modify it under the terms of the GNU General Public License by Free Software Foundation.");
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core.dash;
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core.initialize;
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ui.active := ui.main;
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ui.configure;
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--~core.play (core.import_song (core.c_string (core.folder & "/song/main_menu.ogg")).index);
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core.echo (core.comment, "Configuring" & attribute.count'image & " attribute components...");
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--
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for index in attribute.enumeration loop
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attribute.icon (index) := core.import_sprite (core.folder & "/icon/attribute/" & core.lowercase (attribute.enumeration'image (index)) & ".png", 1, 1);
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end loop;
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core.echo (core.comment, "Configuring" & skill.count'image & " skill components...");
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--
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for index in skill.enumeration loop
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skill.icon (index) := core.import_sprite (core.folder & "/icon/skill/" & core.lowercase (skill.enumeration'image (index)) & ".png", 1, 1);
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end loop;
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core.echo (core.comment, "Configuring" & resource.count'image & " resource components...");
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--
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for index in resource.enumeration loop
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resource.icon (index) := core.import_sprite (core.folder & "/icon/resource/" & core.lowercase (resource.enumeration'image (index)) & ".png", 1, 1);
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end loop;
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core.echo (core.comment, "Configuring" & magic.count'image & " magic components...");
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--
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for index in magic.enumeration loop
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declare folder : constant string := core.lowercase (magic.school'image (magic.description (index).kind));
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file : constant string := core.lowercase (magic.enumeration'image (index));
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begin
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magic.view (index) := core.import_sprite (core.folder & "/view/magic/" & folder & "/" & file & ".png", 1, 1);
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end;
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end loop;
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core.echo (core.comment, "Configuring" & material.count'image & " material components...");
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--
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for index in material.enumeration loop
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material.icon (index) := core.import_sprite (core.folder & "/icon/material/" & core.lowercase (material.enumeration'image (index)) & ".png", 1, 1);
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end loop;
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core.echo (core.comment, "Configuring" & equipment.count'image & " equipment components...");
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--
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for index in equipment.enumeration loop
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declare folder : constant string := core.lowercase (equipment.kind'image (equipment.description (index).slot));
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file : constant string := core.lowercase (equipment.enumeration'image (index));
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begin
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equipment.sprite (index) := core.import_sprite (core.folder & "/game/equipment/" & folder & "/" & file & ".png", 4, 6);
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equipment.icon (index) := core.import_sprite (core.folder & "/icon/equipment/" & folder & "/" & file & ".png", 1, 1);
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end;
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end loop;
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--
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for index in equipment.kind loop
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declare file : constant string := core.lowercase (equipment.kind'image (index));
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begin
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equipment.slot (index) := core.import_sprite (core.folder & "/icon/engine/" & file & ".png", 1, 1);
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end;
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end loop;
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core.echo (core.comment, "Configuring" & unit.count'image & " unit components...");
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--
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for index in faction.fairy .. faction.imp loop
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unit.base (index) := core.import_sprite (core.folder & "/game/unit/" & core.lowercase (faction.enumeration'image (index)) & "/base.png", 4, 6);
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end loop;
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core.echo (core.comment, "Configuring" & deity.count'image & " deity components...");
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--
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for index in deity.enumeration loop
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deity.sprite (index) := core.import_sprite (core.folder & "/game/deity/" & deity.enumeration'image (index) & ".png", 4, 1);
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end loop;
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core.echo (core.comment, "Configuring" & construction.count'image & "construction components...");
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--
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for index in construction.enumeration loop
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declare folder : constant string := core.lowercase (faction.enumeration'image (construction.description (index).kind));
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file : constant string := core.lowercase (construction.enumeration'image (index));
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frames : constant integer := construction.description (index).frames;
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begin
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construction.sprite (index) := core.import_sprite (core.folder & "/game/construction/" & folder & "/" & file & ".png", frames, 1);
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end;
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end loop;
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core.echo (core.comment, "Configuring" & chad.count'image & "chad components...");
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--
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for index in chad.enumeration loop
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chad.sprite (index) := core.import_sprite (core.folder & "/game/chad/" & core.lowercase (chad.enumeration'image (index)) & ".png", 4, 6);
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chad.view (index) := core.import_sprite (core.folder & "/view/chad/" & core.lowercase (chad.enumeration'image (index)) & ".png", 1, 1);
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end loop;
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world.configure;
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--~ai.configure;
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world.make (world.grass, 640, 480, 8);
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world.add_chad (player);
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core.dash;
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core.echo (core.success, "Successfully initialized game data, entering main gameplay loop.");
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core.dash;
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for index in view loop
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view_icon (index) := core.import_sprite (core.folder & "/icon/engine/" & core.lowercase (view'image (index)) & ".png", 1, 2);
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end loop;
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game_title := core.import_sprite (core.folder & "/ui/game_title.png", 1, 1);
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for index in world.biome loop
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game_preview (index) := core.import_sprite (core.folder & "/ui/preview/" & core.lowercase (world.biome'image (index)) & "land.png", 1, 1);
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end loop;
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------------------------------------------------------------------------------------------
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introduction_loop: loop
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core.synchronize;
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--
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exit when core.signal_mode = core.signal_space or core.cursor_mode = core.cursor_right;
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--
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case core.signal_mode is
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when core.signal_none => null;
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when core.signal_space => null;
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when others => switch := (switch + 1) mod world.biome_count;
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choose := world.biome'val (switch);
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end case;
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--
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core.draw (game_preview (choose), core.center_x (game_preview (choose).width * 2), core.center_y (game_preview (choose).height * 2), factor => 2);
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core.draw (game_title, core.center_x (game_title.width * 2), core.center_y (game_title.height * 2), factor => 2);
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--
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ui.write ("[-- Press Spacebar or RMB to continue]", 0, core.center_y (24), (102, 102, 102, 255));
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end loop introduction_loop;
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core.cursor_mode := core.cursor_none;
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--~main_menu_loop: loop
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--~core.synchronize;
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--~--
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--~exit when core.signal_mode = core.signal_space or core.cursor_mode = core.cursor_right;
|
|
--~--
|
|
--~declare source_code_data : core.string_box_data;
|
|
--~begin
|
|
--~core.import_text (source_code_data, source_code (view_source_code).all);
|
|
--~--
|
|
--~if core.cursor_mode = core.cursor_left then
|
|
--~view_source_code := (view_source_code + 1) mod 23;
|
|
--~core.cursor_mode := core.cursor_none;
|
|
--~core.wheel := 0.0;
|
|
--~end if;
|
|
--~--
|
|
--~ui.write_ada_code (source_code_data, 0, integer (core.wheel) * 30);
|
|
--~end;
|
|
--~end loop main_menu_loop;
|
|
|
|
--~core.cursor_mode := core.cursor_none;
|
|
|
|
world.load ("heyo");
|
|
|
|
ui.active := ui.style'val (faction.enumeration'pos (chad.description (player.index).kind) + 1);
|
|
|
|
gameplay_loop: loop
|
|
core.synchronize;
|
|
--
|
|
exit when core.engine_active = false;
|
|
--
|
|
if not view_list (status_preview_panel) then
|
|
side_panel := 0;
|
|
else
|
|
side_panel := 480;
|
|
end if;
|
|
--
|
|
preview_width := core.window_width - side_panel;
|
|
preview_height := core.window_height - text_box_height;
|
|
text_box_height := 32;
|
|
--
|
|
world.draw;
|
|
--
|
|
if view_list (map_preview_panel) then
|
|
ui.draw_menu (0, 0, preview_width, preview_height);
|
|
end if;
|
|
--
|
|
if view_list (status_preview_panel) then
|
|
ui.draw_tiny_menu (preview_width, 0, side_panel, preview_height);
|
|
--
|
|
player_information;
|
|
--
|
|
ui.draw_console_box (x => core.window_width - core.icon - (side_panel - 2 * core.icon),
|
|
y => core.window_height - core.icon - text_box_height - 106,
|
|
width => side_panel - 2 * core.icon,
|
|
height => 106);
|
|
--~ui.draw_state_box (preview_width + 32, 32);
|
|
end if;
|
|
--
|
|
if view_list (text_box_panel) then
|
|
ui.draw_help_box (0, core.window_height - text_box_height, core.window_width - core.icon * (view'pos (view'last) + 1), text_box_height);
|
|
--
|
|
ui.write (core.framerate'image, core.window_width - core.icon * (view'pos (view'last) + 1) - 64, core.window_height - 27);
|
|
end if;
|
|
--
|
|
for index in view loop
|
|
ui.draw_frame (description => view_text (index).all,
|
|
x => core.window_width - core.icon * (view'pos (view'last) + 1) + core.icon * view'pos (index),
|
|
y => core.window_height - core.icon,
|
|
width => core.icon,
|
|
height => core.icon,
|
|
action => view_show (index));
|
|
--
|
|
core.draw (data => view_icon (index),
|
|
x => core.window_width - core.icon * (view'pos (view'last) + 1) + core.icon * view'pos (index),
|
|
y => core.window_height - core.icon,
|
|
ignore => true,
|
|
u => 0,
|
|
v => boolean'pos (view_list (index)) * core.icon,
|
|
factor => 1);
|
|
end loop;
|
|
--
|
|
for index in resource.enumeration loop
|
|
ui.draw_icon (resource.icon (index), resource.description (index).text.all, (preview_width - 6 * core.icon * resource.count) / 2 + (6 * core.icon) * resource.enumeration'pos (index), core.base);
|
|
ui.draw_frame (resource.description (index).text.all, (preview_width - 6 * core.icon * resource.count) / 2 + (6 * core.icon) * resource.enumeration'pos (index) + core.icon, core.base, 5 * core.icon, core.icon);
|
|
--
|
|
ui.write (text => world.map.chads (1).resources (index).value'image & " /" & world.map.chads (1).resources (index).limit'image,
|
|
x => (preview_width - 6 * core.icon * resource.count) / 2 + (6 * core.icon) * resource.enumeration'pos (index) + core.icon - 1,
|
|
y => core.base + 7,
|
|
size => 18);
|
|
end loop;
|
|
--
|
|
declare move_x : integer := (preview_width - core.icon * material.count) / 2;
|
|
begin
|
|
for index in material.enumeration loop
|
|
if world.map.chads (1).materials (index).value > 0 then
|
|
ui.draw_icon (material.icon (index), material.description (index).name.all, move_x, core.base + core.icon);
|
|
ui.draw_text_box (move_x, core.base + core.icon + core.icon, core.icon, core.icon);
|
|
ui.write (world.map.chads (1).materials (index).value'image, move_x, core.base + core.icon + core.icon + 8, (255, 255, 255, 255), 15, true);
|
|
--
|
|
move_x := move_x + core.icon;
|
|
end if;
|
|
end loop;
|
|
end;
|
|
--
|
|
signal_list (core.signal_mode).all;
|
|
--
|
|
core.camera.x := world.map.chads (1).x;
|
|
core.camera.y := world.map.chads (1).y;
|
|
--
|
|
--~world.draw_performance_box;
|
|
--
|
|
ui.synchronize;
|
|
end loop gameplay_loop;
|
|
|
|
world.save ("heyo");
|
|
|
|
--~world.mapshot (core.folder & "/mapshot.png");
|
|
|
|
------------------------------------------------------------------------------------------
|
|
|
|
core.deinitialize;
|
|
|
|
core.dash;
|
|
|
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
end main;
|