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authorrexim <reximkut@gmail.com>2024-03-21 23:27:18 +0700
committerrexim <reximkut@gmail.com>2024-03-21 23:27:18 +0700
commitc176ab60d8f13b7cff16c689a832db81f240f24a (patch)
treee64d4282d6f894d2441809ca450d8f1e20374cd8 /game.adb
parent2442d2eb9a5fa9e9783484f2adca8c3c37937b19 (diff)
Urmom -> Mother
Diffstat (limited to 'game.adb')
-rw-r--r--game.adb25
1 files changed, 12 insertions, 13 deletions
diff --git a/game.adb b/game.adb
index d8b87a2..ce209a0 100644
--- a/game.adb
+++ b/game.adb
@@ -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