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authorrexim <reximkut@gmail.com>2024-03-22 05:33:27 +0700
committerrexim <reximkut@gmail.com>2024-03-22 05:33:27 +0700
commitf59cac8ed21060e2fda270639585fca7e0d5038f (patch)
tree63b701f7807ebe65eb542c42a07a9728f33df501
parent00e48e00a17d0387ffbf4043af593423b07e6aa0 (diff)
Prefix Item Kinds
-rw-r--r--game.adb32
1 files changed, 16 insertions, 16 deletions
diff --git a/game.adb b/game.adb
index a3e2b91..c483b7c 100644
--- a/game.adb
+++ b/game.adb
@@ -200,11 +200,11 @@ procedure Game is
return Hash_Type(V.X) * M31 + Hash_Type(V.Y);
end;
- type Item_Kind is (Key, Bomb_Gen, Checkpoint);
+ type Item_Kind is (Item_Key, Item_Bomb_Gen, Item_Checkpoint);
- type Item(Kind: Item_Kind := Key) is record
+ type Item(Kind: Item_Kind := Item_Key) is record
case Kind is
- when Bomb_Gen =>
+ when Item_Bomb_Gen =>
Cooldown: Integer;
when others => null;
end case;
@@ -652,15 +652,15 @@ procedure Game is
when Level_Door => Game.Map(Row, Column) := Door;
when Level_Checkpoint =>
Game.Map(Row, Column) := Floor;
- Game.Items.Insert((Column, Row), (Kind => Checkpoint));
+ Game.Items.Insert((Column, Row), (Kind => Item_Checkpoint));
when Level_Bomb_Gen =>
Game.Map(Row, Column) := Floor;
- Game.Items.Insert((Column, Row), (Kind => Bomb_Gen, Cooldown => 0));
+ Game.Items.Insert((Column, Row), (Kind => Item_Bomb_Gen, Cooldown => 0));
when Level_Barricade =>
Game.Map(Row, Column) := Barricade;
when Level_Key =>
Game.Map(Row, Column) := Floor;
- Game.Items.Insert((Column, Row), (Kind => Key));
+ Game.Items.Insert((Column, Row), (Kind => Item_Key));
when Level_Player =>
Game.Map(Row, Column) := Floor;
if Update_Player then
@@ -719,14 +719,14 @@ procedure Game is
begin
for C in Game.Items.Iterate loop
case Element(C).Kind is
- when Key => Draw_Key(Key(C));
- when Checkpoint =>
+ when Item_Key => Draw_Key(Key(C));
+ when Item_Checkpoint =>
declare
Checkpoint_Item_Size: constant Vector2 := Cell_Size*0.5;
begin
Draw_Rectangle_V(To_Vector2(Key(C))*Cell_Size + Cell_Size*0.5 - Checkpoint_Item_Size*0.5, Checkpoint_Item_Size, Palette_RGB(COLOR_CHECKPOINT));
end;
- when Bomb_Gen =>
+ when Item_Bomb_Gen =>
if Element(C).Cooldown > 0 then
Draw_Bomb(Key(C), Color_Brightness(Palette_RGB(COLOR_BOMB), -0.5));
Draw_Number(Key(C), Element(C).Cooldown, Palette_RGB(COLOR_LABEL));
@@ -786,17 +786,17 @@ procedure Game is
begin
if Has_Element(C) then
case Element(C).Kind is
- when Key =>
+ when Item_Key =>
Game.Player.Keys := Game.Player.Keys + 1;
Game.Items.Delete(C);
- when Bomb_Gen => if
+ when Item_Bomb_Gen => if
Game.Player.Bombs < Game.Player.Bomb_Slots
and then Element(C).Cooldown <= 0
then
Game.Player.Bombs := Game.Player.Bombs + 1;
- Game.Items.Replace_Element(C, (Kind => Bomb_Gen, Cooldown => BOMB_GENERATOR_COOLDOWN));
+ Game.Items.Replace_Element(C, (Kind => Item_Bomb_Gen, Cooldown => BOMB_GENERATOR_COOLDOWN));
end if;
- when Checkpoint =>
+ when Item_Checkpoint =>
Game.Items.Delete(C);
Game_Save_Checkpoint(Game);
end case;
@@ -835,7 +835,7 @@ procedure Game is
case Eeper.Kind is
when Eeper_Father => null;
when Eeper_Gnome =>
- Game.Items.Insert(Eeper.Position, (Kind => Key));
+ Game.Items.Insert(Eeper.Position, (Kind => Item_Key));
Eeper.Dead := True;
when Eeper_Guard =>
Eeper.Eyes := Eyes_Cringe;
@@ -1041,9 +1041,9 @@ procedure Game is
use Hashed_Map_Items;
begin
for C in Game.Items.Iterate loop
- if Element(C).Kind = Bomb_Gen then
+ if Element(C).Kind = Item_Bomb_Gen then
if Element(C).Cooldown > 0 then
- Game.Items.Replace_Element(C, (Kind => Bomb_Gen, Cooldown => Element(C).Cooldown - 1));
+ Game.Items.Replace_Element(C, (Kind => Item_Bomb_Gen, Cooldown => Element(C).Cooldown - 1));
end if;
end if;
end loop;