diff options
author | rexim <reximkut@gmail.com> | 2024-03-21 23:27:18 +0700 |
---|---|---|
committer | rexim <reximkut@gmail.com> | 2024-03-21 23:27:18 +0700 |
commit | c176ab60d8f13b7cff16c689a832db81f240f24a (patch) | |
tree | e64d4282d6f894d2441809ca450d8f1e20374cd8 | |
parent | 2442d2eb9a5fa9e9783484f2adca8c3c37937b19 (diff) |
Urmom -> Mother
-rw-r--r-- | game.adb | 25 |
1 files changed, 12 insertions, 13 deletions
@@ -251,7 +251,7 @@ procedure Game is ] ]; - type Eeper_Kind is (Eeper_Guard, Eeper_Urmom, Eeper_Gnome, Eeper_Final); + type Eeper_Kind is (Eeper_Guard, Eeper_Mother, Eeper_Gnome, Eeper_Final); type Eeper_State is record Kind: Eeper_Kind; @@ -483,11 +483,11 @@ procedure Game is end; - procedure Spawn_Urmom(Game: in out Game_State; Position: IVector2) is + procedure Spawn_Mother(Game: in out Game_State; Position: IVector2) is begin for Eeper of Game.Eepers loop if Eeper.Dead then - Eeper.Kind := Eeper_Urmom; + Eeper.Kind := Eeper_Mother; Eeper.Dead := False; Eeper.Background := COLOR_URMOM; Eeper.Position := Position; @@ -519,7 +519,7 @@ procedure Game is type Level_Cell is ( Level_None, Level_Gnome, - Level_Urmom, + Level_Mother, Level_Guard, Level_Floor, Level_Wall, @@ -534,7 +534,7 @@ procedure Game is Level_Cell_Color: constant array (Level_Cell) of Color := [ Level_None => Get_Color(16#00000000#), Level_Gnome => Get_Color(16#FF9600FF#), - Level_Urmom => Get_Color(16#96FF00FF#), + Level_Mother => Get_Color(16#96FF00FF#), Level_Guard => Get_Color(16#00FF00FF#), Level_Floor => Get_Color(16#FFFFFFFF#), Level_Wall => Get_Color(16#000000FF#), @@ -608,8 +608,8 @@ procedure Game is when Level_Gnome => Spawn_Gnome(Game, (Column, Row)); Game.Map(Row, Column) := Floor; - when Level_Urmom => - Spawn_Urmom(Game, (Column, Row)); + when Level_Mother => + Spawn_Mother(Game, (Column, Row)); Game.Map(Row, Column) := Floor; when Level_Guard => Spawn_Guard(Game, (Column, Row)); @@ -823,7 +823,7 @@ procedure Game is if Eeper.Health <= 0.0 then Eeper.Dead := True; end if; - when Eeper_Urmom => + when Eeper_Mother => declare Position: constant IVector2 := Eeper.Position; begin @@ -929,7 +929,7 @@ procedure Game is Game.Eepers(Me).Prev_Eyes := Game.Eepers(Me).Eyes; case Game.Eepers(Me).Kind is when Eeper_Final => null; - when Eeper_Guard | Eeper_Urmom => + when Eeper_Guard | Eeper_Mother => Recompute_Path_For_Eeper(Game, Me, GUARD_STEPS_LIMIT, GUARD_STEP_LENGTH_LIMIT); if Game.Eepers(Me).Path(Game.Eepers(Me).Position.Y, Game.Eepers(Me).Position.X) >= 0 then if Game.Eepers(Me).Attack_Cooldown <= 0 then @@ -1181,7 +1181,7 @@ procedure Game is when Eeper_Final => Draw_Rectangle_V(Position, Size, Palette_RGB(Eeper.Background)); Draw_Eyes(Position, Size, -Float(Vector2_Line_Angle(Position + Size*0.5, Screen_Player_Position(Game) + Cell_Size*0.5)), Eyes_Closed, Eyes_Closed, 1.0); - when Eeper_Guard | Eeper_Urmom => + when Eeper_Guard | Eeper_Mother => Draw_Rectangle_V(Position, Size, Palette_RGB(Eeper.Background)); Health_Bar(Position, Size, C_Float(Eeper.Health)); if Eeper.Path(Eeper.Position.Y, Eeper.Position.X) = 1 then @@ -1366,8 +1366,7 @@ begin end; -- TODO: Rename some definitions within the code --- - Eeper -> Eeper --- - Urmom -> Mother +-- - Mother -> Mother -- - New_Game -> Father -- TODO: Smarter Path Finding -- - Recompute Path Map on each boss move. Not the Player turn. Because each Eeper position change may affect the Path Map @@ -1437,7 +1436,7 @@ end; -- TODO: Cool effects when you pick up items and checkpoints -- Particles -- TODO: Allow moving with arrows too --- TODO: Camera shaking when big bosses (Guard and Urmom) make moves +-- TODO: Camera shaking when big bosses (Guard and Mother) make moves -- TODO: Initial position of the camera in map.png -- The Father's position. -- TODO: Indicate how many bomb slots we have in HUD |