Initial code past the experimental state of development...
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.gitignore
vendored
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3
.gitignore
vendored
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*.o
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*.ali
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xhampion
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9
compile.sh
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compile.sh
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#!/bin/bash
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set -xe
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gnatmake -c xhampion.adb
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gnatbind xhampion.ali
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gnatlink xhampion.ali -lraylib
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exit
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7
install.sh
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install.sh
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#!/bin/bash
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set -xe
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cp xhampion /usr/bin/xhampion
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exit
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4231
raylib.ads
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4231
raylib.ads
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File diff suppressed because it is too large
Load Diff
99
xhampion.adb
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xhampion.adb
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with raylib;
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use raylib;
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procedure xhampion is
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type monster_index is (
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afrit,
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brown_chaos_serpent,
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centaur,
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dark_bishop,
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death_wyvern,
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ettin,
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green_chaos_serpent,
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maulotaur,
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pig,
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reiver,
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stalker,
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wendigo
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);
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view : aliased camera_3d := (
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position => (0.0, 0.0, 0.0),
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target => (0.0, 0.0, 1.0),
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up => (0.0, 1.0, 0.0),
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field_of_view => 90.0,
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projection => camera_perspective
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);
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model_count : natural := 2;
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model_array : array (0 .. 1) of model;
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texture_count : natural := 2;
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texture_array : array (0 .. 1) of texture;
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movement : vector_3d := (0.0, 0.0, 0.0);
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rotation : vector_3d := (0.0, 0.0, 0.0);
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dd : vector_2d := (0.0, 0.0);
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begin
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open_window (1800, 900, "Xhampion" & character'val (0));
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disable_cursor;
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set_target_fps (60);
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set_trace_log_level (log_none);
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model_array (0) := load_model ("./sprite/wall.obj" & character'val (0));
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model_array (1) := load_model ("./sprite/meme.obj" & character'val (0));
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texture_array (0) := load_texture ("./sprite/hand.png" & character'val (0));
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gameplay: loop
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exit when window_should_close;
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--~update_camera (view'access, camera_first_person);
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if is_key_pressed (key_w) then movement.x := movement.x + 1.0;
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elsif is_key_pressed (key_s) then movement.x := movement.x - 1.0;
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elsif is_key_pressed (key_a) then movement.y := movement.y - 1.0;
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elsif is_key_pressed (key_d) then movement.y := movement.y + 1.0;
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end if;
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dd := get_mouse_delta;
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rotation.x := dd.x;
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update_camera_pro (view'access, movement, rotation, 1.0);
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--~update_camera_pro (view'access, (0.0, 0.0, 0.0), rotation, 1.0);
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--~update_camera_pro (view'access, movement, (0.0, 0.0, 0.0), 1.0);
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begin_drawing;
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clear_background (sky_blue);
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begin_mode_3d (view);
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for i in 0 .. 40
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loop
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for j in 0 .. 40
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loop
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draw_model (model_array (0), (float (i) * (-4.0), -10.0, float (j) * (-4.0)), 2.0, white);
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draw_model (model_array (1), (float (i) * (-4.0), -10.0, float (j) * (-4.0)), 2.0, white);
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end loop;
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end loop;
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end_mode_3d;
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draw_texture (texture_array (0), (get_screen_width - 960) / 2, get_screen_height - 600, white);
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draw_fps (0, 0);
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end_drawing;
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end loop gameplay;
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close_window;
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end xhampion;
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