139 lines
5.7 KiB
Ada
139 lines
5.7 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, attribute, skill, resource, faction, equipment;
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package body chad is
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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view_width : constant integer := 64;
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view_height : constant integer := 96;
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sprite : array (enumeration) of core.sprite;
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view_sprite : array (enumeration) of core.sprite;
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pepe_the_frog : core.sprite;
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alice_the_mad : core.sprite;
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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 chad components...");
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--
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pepe_the_frog := core.import_sprite ("./sprite/unit/pepe_the_frog.png", 4, 6);
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alice_the_mad := core.import_sprite ("./sprite/unit/alice_the_mad.png", 4, 6);
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--
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for index in enumeration loop
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sprite (index) := core.import_sprite ("./sprite/chad/" & core.lowercase (enumeration'image (index)) & ".png", 4, 6);
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view_sprite (index) := core.import_sprite ("./sprite/chad/view/" & core.lowercase (enumeration'image (index)) & ".png", 1, 1);
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null;
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end loop;
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end configure;
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------------------------------------------------------------------------------------------
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procedure draw (player : in data; x, y : in integer) is
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begin
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core.draw (sprite (player.index), x, y, state => player.state);
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--
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for index in equipment.slot loop
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equipment.draw (player.equipments (index), player.state, x, y);
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end loop;
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end draw;
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------------------------------------------------------------------------------------------
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procedure view (player : in data; x, y : in integer) is
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begin
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ui.draw_sprite (view_sprite (player.index), trait (player.index).name, x, y, 0);
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end view;
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------------------------------------------------------------------------------------------
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procedure draw_data (player : in data; x, y : in integer) is
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offset : constant integer := 8;
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begin
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ui.draw_frame ("--", x, y, 360 + 2 * offset, 96 + 2 * offset);
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--
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view (player, x + offset, y + offset);
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--
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ui.draw_tiny_fill_bar (x + view_width + 2 * offset, y + 1 * core.icon + offset, 4 * core.icon, float (player.health.value) / float (player.health.limit));
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ui.draw_tiny_fill_bar (x + view_width + 2 * offset, y + 2 * core.icon + offset, 4 * core.icon, float (player.mana.value) / float (player.mana.limit));
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ui.draw_tiny_fill_bar (x + view_width + 2 * offset, y + 3 * core.icon + offset, 4 * core.icon, float (player.stamina.value) / float (player.stamina.limit));
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--
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ui.write (text => "Health " & player.health.value'image & " /" & player.health.limit'image,
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x => x + view_width + 4 * core.icon + 3 * offset,
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y => y + 2 * offset,
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tint => (255, 127, 127, 255),
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size => 15,
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code => true);
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ui.write (text => "Mana " & player.mana.value'image & " /" & player.mana.limit'image,
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x => x + view_width + 4 * core.icon + 3 * offset,
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y => y + core.icon + 2 * offset,
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tint => (127, 127, 255, 255),
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size => 15,
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code => true);
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ui.write (text => "Stamina" & player.stamina.value'image & " /" & player.stamina.limit'image,
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x => x + view_width + 4 * core.icon + 3 * offset,
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y => y + 2 * core.icon + 2 * offset,
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tint => (127, 255, 127, 255),
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size => 15,
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code => true);
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--
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attribute.draw_points (player.attributes, x, y + 96 + 3 * offset);
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--
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for index_y in 0 .. 3 loop
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for index_x in 0 .. 5 loop
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ui.draw_icon (data => equipment.icon_sprite (player.items (6 * index_y + index_x)),
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text => equipment.trait (player.items (6 * index_y + index_x)).name,
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x => x + index_x * core.icon,
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y => y + 96 + 4 * offset + 2 * core.icon + index_y * core.icon);
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end loop;
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end loop;
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--
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skill.draw_points (player.skills, x, y + 96 + 5 * offset + 6 * core.icon);
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end draw_data;
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------------------------------------------------------------------------------------------
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procedure draw_menu (player : in data; x, y : in integer) is
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begin
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null;
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end draw_menu;
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------------------------------------------------------------------------------------------
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function take_equipment_item (player : in out data; item : in equipment.enumeration) return boolean is
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begin
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if player.item_count = item_limit or not equipment.exist (item) then
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return false;
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end if;
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--
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player.items (player.item_count) := item;
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--
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core.increment (player.item_count);
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--
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return true;
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end take_equipment_item;
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------------------------------------------------------------------------------------------
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procedure draw_pepe is
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begin
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core.draw (pepe_the_frog, (core.window_width - core.base) / 2, (core.window_height - core.base) / 2);
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end draw_pepe;
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------------------------------------------------------------------------------------------
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procedure draw_alice is
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begin
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core.draw (alice_the_mad, (core.window_width - core.base) / 2, (core.window_height - core.base) / 2);
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end draw_alice;
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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end chad;
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