diff options
author | rexim <reximkut@gmail.com> | 2024-03-30 03:52:07 +0700 |
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committer | rexim <reximkut@gmail.com> | 2024-03-30 03:52:07 +0700 |
commit | 803092183d57281f283407fce19d7b15238979e4 (patch) | |
tree | aa79036caaa5da24e17379341afdd07c80be5b30 | |
parent | c951f1113b75ce30e16ea8e60e693e926389fb9d (diff) | |
parent | c45f6debd807d123e84ce512f33317cecb73d259 (diff) |
Merge branch 'tutorial'
-rw-r--r-- | CHANGELOG.md | 3 | ||||
-rw-r--r-- | assets/sounds/popup-show.wav | bin | 0 -> 33122 bytes | |||
-rw-r--r-- | eepers.adb | 181 |
3 files changed, 165 insertions, 19 deletions
diff --git a/CHANGELOG.md b/CHANGELOG.md index d5cff39..65973ac 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -2,7 +2,8 @@ - @Eropi4 - MacOS build - https://github.com/tsoding/eepers/pull/13 - @cornishon - Sprint with Right Shift - https://github.com/tsoding/eepers/pull/18 -- Port the Source Code to Ada 2012 making it accessible to more setups. We were not using anything important from Ada 2022 anyway. +- @rexim - Port the Source Code to Ada 2012 making it accessible to more setups. We were not using anything important from Ada 2022 anyway. +- @rexim - Implement a Basic Tutorial that explains how to play the Game. - ... # Eepers v1.2 diff --git a/assets/sounds/popup-show.wav b/assets/sounds/popup-show.wav Binary files differnew file mode 100644 index 0000000..22564e5 --- /dev/null +++ b/assets/sounds/popup-show.wav @@ -34,6 +34,7 @@ procedure Eepers is Checkpoint_Sound: Sound; Plant_Bomb_Sound: Sound; Guard_Step_Sound: Sound; + Popup_Show_Sound: Sound; Ambient_Music: Music; DEVELOPMENT : constant Boolean := False; @@ -143,16 +144,20 @@ procedure Eepers is Put_Line("WARNING: could not load colors from file " & File_Name & ": " & Exception_Message(E)); end; - BASE_TURN_DURATION_SECS : constant Float := 0.125; - TURN_DURATION_SECS : Float := BASE_TURN_DURATION_SECS; - GUARD_ATTACK_COOLDOWN : constant Integer := 10; - EEPER_EXPLOSION_DAMAGE : constant Float := 0.45; - GUARD_TURN_REGENERATION : constant Float := 0.01; - BOMB_GENERATOR_COOLDOWN : constant Integer := 10; - GUARD_STEPS_LIMIT : constant Integer := 4; - GUARD_STEP_LENGTH_LIMIT : constant Integer := 100; - EXPLOSION_LENGTH : constant Integer := 10; - EYES_ANGULAR_VELOCITY : constant Float := 10.0; + BASE_TURN_DURATION_SECS : constant Float := 0.125; + TURN_DURATION_SECS : Float := BASE_TURN_DURATION_SECS; + GUARD_ATTACK_COOLDOWN : constant Integer := 10; + EEPER_EXPLOSION_DAMAGE : constant Float := 0.45; + GUARD_TURN_REGENERATION : constant Float := 0.01; + BOMB_GENERATOR_COOLDOWN : constant Integer := 10; + GUARD_STEPS_LIMIT : constant Integer := 4; + GUARD_STEP_LENGTH_LIMIT : constant Integer := 100; + EXPLOSION_LENGTH : constant Integer := 10; + EYES_ANGULAR_VELOCITY : constant Float := 10.0; + TUTORIAL_MOVE_WAIT_TIME_SECS : constant C_Float := 5.0; + TUTORIAL_BOMB_WAIT_TIME_SECS : constant C_Float := 4.0; + TUTORIAL_SPRINT_WAIT_TIME_SECS : constant C_Float := 15.0; + POPUP_ANIMATION_DURATION : constant C_Float := 0.1; type IVector2 is record X, Y: Integer; @@ -310,6 +315,81 @@ procedure Eepers is Bombs: Bomb_State_Array; end record; + type Direction is (Left, Right, Up, Down); + + Direction_Vector: constant array (Direction) of IVector2 := ( + Left => (X => -1, Y => 0), + Right => (X => 1, Y => 0), + Up => (X => 0, Y => -1), + Down => (X => 0, Y => 1)); + + type Popup_State is record + Label: Char_Array(1..50); + Visible: Boolean := False; + Animation: C_Float := 0.0; + end record; + + procedure Show_Popup(Popup: in out Popup_State; Text: String) is + Ignore: Size_t; + begin + if not Popup.Visible then + Play_Sound(Popup_Show_Sound); + end if; + Popup.Visible := True; + To_C(Text, Popup.Label, Ignore); + end; + + procedure Hide_Popup(Popup: in out Popup_State) is + begin + Popup.Visible := False; + end; + + procedure Draw_Popup(Popup: in out Popup_State; Start, Size: Vector2) is + begin + if Popup.Visible then + if Popup.Animation < 1.0 then + Popup.Animation := (Popup.Animation*POPUP_ANIMATION_DURATION + Get_Frame_Time)/POPUP_ANIMATION_DURATION; + end if; + else + if Popup.Animation > 0.0 then + Popup.Animation := (Popup.Animation*POPUP_ANIMATION_DURATION - Get_Frame_Time)/POPUP_ANIMATION_DURATION; + end if; + end if; + + if Popup.Animation > 0.0 then + declare + Label_Max_Height : constant C_Float := 28.0; + Label_Height: constant Integer := Integer(Label_Max_Height*Popup.Animation); + Label_Padding: constant C_Float := C_Float(Label_Height)*0.6; + Popup_Bottom_Margin: constant C_Float := C_Float(Label_Height); + + Label_Width: constant Integer := Integer(Measure_Text(Popup.Label, Int(Label_Height))); + Label_Size: constant IVector2 := (Label_Width, Label_Height); + Popup_Size: constant Vector2 := To_Vector2(Label_Size) + (Label_Padding*2.0, Label_Padding*2.0); + Popup_Position: constant Vector2 := Start + Size*(0.5, 0.0) - Popup_Size*(0.5, 1.0) - (0.0, Popup_Bottom_Margin); + Label_Position: constant Vector2 := Popup_Position + Popup_Size*(0.5, 0.5) - To_Vector2(Label_Size)*(0.5, 0.5); + begin + Draw_Rectangle_V(Popup_Position, Popup_Size, Palette_RGB(COLOR_WALL)); + Draw_Text(Popup.Label, Int(Label_Position.X), Int(Label_Position.Y), Int(Label_Height), Palette_RGB(COLOR_PLAYER)); + end; + end if; + end; + + type Tutorial_Phase is (Tutorial_Move, Tutorial_Place_Bombs, Tutorial_Waiting_For_Sprint, Tutorial_Sprint, Tutorial_Done); + type Tutorial_State is record + Phase: Tutorial_Phase := Tutorial_Move; + Waiting: C_Float := 0.0; + + Prev_Step_Timestamp: Double := 0.0; + Hurry_Count: Integer := 0; + + Popup: Popup_State; + + Knows_How_To_Move: Boolean := False; + Knows_How_To_Place_Bombs: Boolean := False; + Knows_How_To_Sprint: Boolean := False; + end record; + type Game_State is record Map: Map_Access := Null; Player: Player_State; @@ -321,6 +401,7 @@ procedure Eepers is Bombs: Bomb_State_Array; Camera_Position: Vector2 := (x => 0.0, y => 0.0); + Tutorial: Tutorial_State; Checkpoint: Checkpoint_State; Duration_Of_Last_Turn: Double; @@ -339,14 +420,6 @@ procedure Eepers is return M1; end; - type Direction is (Left, Right, Up, Down); - - Direction_Vector: constant array (Direction) of IVector2 := ( - Left => (X => -1, Y => 0), - Right => (X => 1, Y => 0), - Up => (X => 0, Y => -1), - Down => (X => 0, Y => 1)); - function Inside_Of_Rect(Start, Size, Point: in IVector2) return Boolean is begin return Start <= Point and then Point < Start + Size; @@ -1223,6 +1296,53 @@ procedure Eepers is end loop; end; + procedure Game_Tutorial(Game: in out Game_State) is + begin + case Game.Tutorial.Phase is + when Tutorial_Move => + if Game.Tutorial.Knows_How_To_Move then + Game.Tutorial.Phase := Tutorial_Place_Bombs; + Game.Tutorial.Waiting := 0.0; + Hide_Popup(Game.Tutorial.Popup); + elsif Game.Tutorial.Waiting < TUTORIAL_MOVE_WAIT_TIME_SECS then + Game.Tutorial.Waiting := Game.Tutorial.Waiting + Get_Frame_Time; + else + Show_Popup(Game.Tutorial.Popup, "WASD to Move"); + end if; + when Tutorial_Place_Bombs => + if Game.Tutorial.Knows_How_To_Place_Bombs then + Game.Tutorial.Phase := Tutorial_Waiting_For_Sprint; + Hide_Popup(Game.Tutorial.Popup); + elsif Game.Player.Bombs > 0 then + if Game.Tutorial.Waiting < TUTORIAL_BOMB_WAIT_TIME_SECS then + Game.Tutorial.Waiting := Game.Tutorial.Waiting + Get_Frame_Time; + else + Show_Popup(Game.Tutorial.Popup, "SPACE to Place Bombs"); + end if; + end if; + when Tutorial_Waiting_For_Sprint => + if Game.Tutorial.Hurry_Count >= 10 then + Game.Tutorial.Phase := Tutorial_Sprint; + Game.Tutorial.Waiting := 0.0; + end if; + when Tutorial_Sprint => + if Game.Tutorial.Knows_How_To_Sprint then + Game.Tutorial.Phase := Tutorial_Done; + Hide_Popup(Game.Tutorial.Popup); + else + if Game.Tutorial.Waiting < TUTORIAL_SPRINT_WAIT_TIME_SECS then + Show_Popup(Game.Tutorial.Popup, "Hold SHIFT to Sprint"); + Game.Tutorial.Waiting := Game.Tutorial.Waiting + Get_Frame_Time; + else + Game.Tutorial.Phase := Tutorial_Done; + Hide_Popup(Game.Tutorial.Popup); + end if; + end if; + when Tutorial_Done => null; + end case; + Draw_Popup(Game.Tutorial.Popup, Screen_Player_Position(Game), Cell_Size); + end; + procedure Game_Player(Game: in out Game_State) is Eyes_Angular_Direction: constant Float := Delta_Angle(Game.Player.Eyes_Angle, Look_At(To_Vector2(Game.Player.Position)*Cell_Size + Cell_Size*0.5, To_Vector2(Game.Player.Eyes_Target)*Cell_Size + Cell_Size*0.5)); begin @@ -1257,6 +1377,27 @@ procedure Eepers is declare Start_Of_Turn: constant Double := Get_Time; begin + Game.Tutorial.Knows_How_To_Move := True; + -- TODO: If you change the spriting key you will have too make changes in too many damn places. + -- Centralize that somehow. + if Is_Key_Down(KEY_LEFT_SHIFT) then + Game.Tutorial.Knows_How_To_Sprint := True; + end if; + + if Game.Tutorial.Phase = Tutorial_Waiting_For_Sprint then + declare + Step_Timestamp: constant Double := Get_Time; + Delta_Timestamp: constant Double := Step_Timestamp - Game.Tutorial.Prev_Step_Timestamp; + begin + if Delta_Timestamp < 0.2 Then + Game.Tutorial.Hurry_Count := Game.Tutorial.Hurry_Count + 1; + elsif Game.Tutorial.Hurry_Count > 0 then + Game.Tutorial.Hurry_Count := Game.Tutorial.Hurry_Count - 1; + end if; + Game.Tutorial.Prev_Step_Timestamp := Step_Timestamp; + end; + end if; + Game.Turn_Animation := 1.0; Game_Explosions_Turn(Game); Game_Items_Turn(Game); @@ -1270,6 +1411,8 @@ procedure Eepers is declare Start_Of_Turn: constant Double := Get_Time; begin + Game.Tutorial.Knows_How_To_Place_Bombs := True; + Game.Turn_Animation := 1.0; Game_Explosions_Turn(Game); Game_Items_Turn(Game); @@ -1441,6 +1584,7 @@ begin Set_Sound_Pitch(Checkpoint_Sound, 0.8); Guard_Step_Sound := Load_Sound(To_C("assets/sounds/guard-step.ogg")); -- https://opengameart.org/content/fire-whip-hit-yo-frankie Plant_Bomb_Sound := Load_Sound(To_C("assets/sounds/plant-bomb.wav")); -- https://opengameart.org/content/ui-soundpack-by-m1chiboi-bleeps-and-clicks + Popup_Show_Sound := Load_Sound(To_C("assets/sounds/popup-show.wav")); -- https://opengameart.org/content/ui-soundpack-by-m1chiboi-bleeps-and-clicks Random_Integer.Reset(Gen); Load_Colors("assets/colors.txt"); @@ -1584,6 +1728,7 @@ begin Game_Player(Game); Game_Eepers(Game); Game_Bombs(Game); + Game_Tutorial(Game); if DEVELOPMENT then if Is_Key_Down(KEY_P) then for Row in Game.Map'Range(1) loop |