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authorrexim <reximkut@gmail.com>2024-03-24 00:25:57 +0700
committerrexim <reximkut@gmail.com>2024-03-24 00:25:57 +0700
commit59897febc449626cf3e8c82f2dd386f43b518574 (patch)
tree4d4a9fb2357a29db334bfd3216ae3e28a211f3ef /game.adb
parenta3c43bb6fd578a5d75f9ac2de06b34c9827dfa81 (diff)
game -> eepers
Diffstat (limited to 'game.adb')
-rw-r--r--game.adb1617
1 files changed, 0 insertions, 1617 deletions
diff --git a/game.adb b/game.adb
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--- a/game.adb
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-with Ada.Text_IO;
-with Text_IO; use Text_IO;
-with Interfaces.C; use Interfaces.C;
-with Raylib; use Raylib;
-with Raymath; use Raymath;
-with Ada.Strings.Unbounded;
-use Ada.Strings.Unbounded;
-with Ada.Containers.Vectors;
-with Ada.Unchecked_Deallocation;
-with Ada.Containers.Hashed_Maps;
-use Ada.Containers;
-with Ada.Strings.Fixed; use Ada.Strings.Fixed;
-with Ada.Strings;
-with Ada.Exceptions; use Ada.Exceptions;
-with Ada.Numerics.Discrete_Random;
-with Interfaces.C.Pointers;
-with Ada.Unchecked_Conversion;
-with Ada.Numerics; use Ada.Numerics;
-
-procedure Game is
- package Random_Integer is
- new Ada.Numerics.Discrete_Random(Result_Subtype => Integer);
- Gen: Random_Integer.Generator;
-
- type Footsteps_Range is mod 4;
- Footsteps_Sounds: array (Footsteps_Range) of Sound;
- Footsteps_Pitches: constant array (Footsteps_Range) of C_Float := [1.7, 1.6, 1.5, 1.4];
- package Random_Footsteps is
- new Ada.Numerics.Discrete_Random(Result_Subtype => Footsteps_Range);
- Footsteps_Gen: Random_Footsteps.Generator;
- Blast_Sound: Sound;
- Key_Pickup_Sound: Sound;
- Bomb_Pickup_Sound: Sound;
- Open_Door_Sound: Sound;
- Checkpoint_Sound: Sound;
- Plant_Bomb_Sound: Sound;
- Guard_Step_Sound: Sound;
- Ambient_Music: Music;
-
- DEVELOPMENT : constant Boolean := False;
-
- type Palette is (
- COLOR_BACKGROUND,
- COLOR_FLOOR,
- COLOR_WALL,
- COLOR_BARRICADE,
- COLOR_PLAYER,
- COLOR_DOORKEY,
- COLOR_BOMB,
- COLOR_LABEL,
- COLOR_GUARD,
- COLOR_MOTHER,
- COLOR_CHECKPOINT,
- COLOR_EXPLOSION,
- COLOR_HEALTHBAR,
- COLOR_EYES,
- COLOR_FATHER);
-
- type Byte is mod 256;
- type HSV_Comp is (Hue, Sat, Value);
- type HSV is array (HSV_Comp) of Byte;
-
- function HSV_To_RGB(C: HSV) return Color is
- H: constant C_Float := C_Float(C(Hue))/255.0*360.0;
- S: constant C_Float := C_Float(C(Sat))/255.0;
- V: constant C_Float := C_Float(C(Value))/255.0;
- begin
- return Color_From_HSV(H, S, V);
- end;
-
- Palette_RGB: array (Palette) of Color := [others => (A => 255, others => 0)];
- Palette_HSV: array (Palette) of HSV := [others => [others => 0]];
-
- package Double_IO is new Ada.Text_IO.Float_IO(Double);
-
- procedure Save_Colors(File_Name: String) is
- F: File_Type;
- begin
- Create(F, Out_File, File_Name);
- for C in Palette loop
- Put(F, C'Image);
- for Comp in HSV_Comp loop
- Put(F, Palette_HSV(C)(Comp)'Image);
- end loop;
- Put_Line(F, "");
- end loop;
- Close(F);
- end;
-
- procedure Load_Colors(File_Name: String) is
- F: File_Type;
- Line_Number : Integer := 0;
- begin
- Open(F, In_File, File_Name);
- while not End_Of_File(F) loop
- Line_Number := Line_Number + 1;
- declare
- Line: Unbounded_String := To_Unbounded_String(Get_Line(F));
-
- function Chop_By(Src: in out Unbounded_String; Pattern: String) return Unbounded_String is
- Space_Index: constant Integer := Index(Src, Pattern);
- Result: Unbounded_String;
- begin
- if Space_Index = 0 then
- Result := Src;
- Src := Null_Unbounded_String;
- else
- Result := Unbounded_Slice(Src, 1, Space_Index - 1);
- Src := Unbounded_Slice(Src, Space_Index + 1, Length(Src));
- end if;
-
- return Result;
- end;
- function Find_Color_By_Key(Key: Unbounded_String; Co: out Palette) return Boolean is
- begin
- for C in Palette loop
- if Key = C'Image then
- Co := C;
- return True;
- end if;
- end loop;
- return False;
- end;
- C: Palette;
- Key: constant Unbounded_String := Chop_By(Line, " ");
- begin
- Line := Trim(Line, Ada.Strings.Left);
- if Find_Color_By_Key(Key, C) then
- Line := Trim(Line, Ada.Strings.Left);
- Palette_HSV(C)(Hue) := Byte'Value(To_String(Chop_By(Line, " ")));
- Line := Trim(Line, Ada.Strings.Left);
- Palette_HSV(C)(Sat) := Byte'Value(To_String(Chop_By(Line, " ")));
- Line := Trim(Line, Ada.Strings.Left);
- Palette_HSV(C)(Value) := Byte'Value(To_String(Chop_By(Line, " ")));
- Palette_RGB(C) := Color_From_HSV(C_Float(Palette_HSV(C)(Hue))/255.0*360.0, C_Float(Palette_HSV(C)(Sat))/255.0, C_Float(Palette_HSV(C)(Value))/255.0);
- else
- Put_Line(File_Name & ":" & Line_Number'Image & "WARNING: Unknown Palette Color: """ & To_String(Key) & """");
- end if;
- end;
- end loop;
- Close(F);
- exception
- when E: Name_Error =>
- Put_Line("WARNING: could not load colors from file " & File_Name & ": " & Exception_Message(E));
- end;
-
- TURN_DURATION_SECS : constant Float := 0.125;
- 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;
-
- type IVector2 is record
- X, Y: Integer;
- end record;
-
- type Cell is (Cell_None, Cell_Floor, Cell_Wall, Cell_Barricade, Cell_Door, Cell_Explosion);
- Cell_Size : constant Vector2 := (x => 50.0, y => 50.0);
-
- function Cell_Colors(C: Cell) return Color is
- begin
- case C is
- when Cell_None => return Palette_RGB(COLOR_BACKGROUND);
- when Cell_Floor => return Palette_RGB(COLOR_FLOOR);
- when Cell_Wall => return Palette_RGB(COLOR_WALL);
- when Cell_Barricade => return Palette_RGB(COLOR_BARRICADE);
- when Cell_Door => return Palette_RGB(COLOR_DOORKEY);
- when Cell_Explosion => return Palette_RGB(COLOR_EXPLOSION);
- end case;
- end;
-
- type Path_Map is array (Positive range <>, Positive range <>) of Integer;
- type Path_Map_Access is access Path_Map;
- procedure Delete_Path_Map is new Ada.Unchecked_Deallocation(Path_Map, Path_Map_Access);
- type Map is array (Positive range <>, Positive range <>) of Cell;
- type Map_Access is access Map;
- procedure Delete_Map is new Ada.Unchecked_Deallocation(Map, Map_Access);
-
- function "<="(A, B: IVector2) return Boolean is
- begin
- return A.X <= B.X and then A.Y <= B.Y;
- end;
-
- function "<"(A, B: IVector2) return Boolean is
- begin
- return A.X < B.X and then A.Y < B.Y;
- end;
-
- function "="(A, B: IVector2) return Boolean is
- begin
- return A.X = B.X and then A.Y = B.Y;
- end;
-
- function "+"(A, B: IVector2) return IVector2 is
- begin
- return (A.X + B.X, A.Y + B.Y);
- end;
-
- function "-"(A, B: IVector2) return IVector2 is
- begin
- return (A.X - B.X, A.Y - B.Y);
- end;
-
- function "*"(A: IVector2; S: Integer) return IVector2 is
- begin
- return (A.X*S, A.Y*S);
- end;
-
- function Equivalent_IVector2(Left, Right: IVector2) return Boolean is
- begin
- return Left.X = Right.X and then Left.Y = Right.Y;
- end;
-
- function Hash_IVector2(V: IVector2) return Hash_Type is
- M31: constant Hash_Type := 2**31-1; -- a nice Mersenne prime
- begin
- return Hash_Type(V.X) * M31 + Hash_Type(V.Y);
- end;
-
- type Item_Kind is (Item_Key, Item_Bomb_Gen, Item_Checkpoint);
-
- type Item(Kind: Item_Kind := Item_Key) is record
- case Kind is
- when Item_Bomb_Gen =>
- Cooldown: Integer;
- when others => null;
- end case;
- end record;
-
- package Hashed_Map_Items is new
- Ada.Containers.Hashed_Maps(
- Key_Type => IVector2,
- Element_Type => Item,
- Hash => Hash_IVector2,
- Equivalent_Keys => Equivalent_IVector2);
-
- function To_Vector2(iv: IVector2) return Vector2 is
- begin
- return (X => C_float(iv.X), Y => C_float(iv.Y));
- end;
-
- type Eyes_Kind is (Eyes_Open, Eyes_Closed, Eyes_Angry, Eyes_Cringe, Eyes_Surprised);
- type Eye_Mesh is new Vector2_Array(1..4);
- type Eye is (Left_Eye, Right_Eye);
- type Eyes_Mesh is array (Eye) of Eye_Mesh;
- Eyes_Meshes: constant array (Eyes_Kind) of Eyes_Mesh := [
- Eyes_Open => [
- -- 1-3
- -- |/|
- -- 2-4
- Left_Eye => [ (0.0, 0.0), (0.0, 1.0), (1.0, 0.0), (1.0, 1.0) ],
- -- 3-4
- -- |\|
- -- 1-2
- Right_Eye => [ (0.0, 1.0), (1.0, 1.0), (0.0, 0.0), (1.0, 0.0) ]
- ],
- Eyes_Closed => [
- Left_Eye => [ (0.0, 0.8), (0.0, 1.0), (1.0, 0.8), (1.0, 1.0) ],
- Right_Eye => [ (0.0, 1.0), (1.0, 1.0), (0.0, 0.8), (1.0, 0.8) ]
- ],
- Eyes_Angry => [
- Left_Eye => [ (0.0, 0.0), (0.0, 1.0), (1.0, 0.3), (1.0, 1.0) ],
- Right_Eye => [ (0.0, 1.0), (1.0, 1.0), (0.0, 0.3), (1.0, 0.0) ]
- ],
- Eyes_Cringe => [
- Left_Eye => [ (0.0, 0.5), (0.5, 0.75), (1.3, 0.75), (0.0, 1.0) ],
- Right_Eye => [ (1.0, 1.0), (0.5, 0.75), (-0.3, 0.75), (1.0, 0.5) ]
- ],
- Eyes_Surprised => [
- Left_Eye => [ (0.0, 0.3), (0.0, 1.0), (1.0, 0.3), (1.0, 1.0) ],
- Right_Eye => [ (0.0, 1.0), (1.0, 1.0), (0.0, 0.0), (1.0, 0.0) ]
- ]
- ];
-
- type Player_State is record
- Prev_Position: IVector2;
- Position: IVector2;
- Prev_Eyes: Eyes_Kind;
- Eyes: Eyes_Kind;
- Eyes_Angle: Float;
- Eyes_Target: IVector2;
- Keys: Integer := 0;
- Bombs: Integer := 0;
- Bomb_Slots: Integer := 1;
- Dead: Boolean := False;
- end record;
-
- type Eeper_Kind is (Eeper_Guard, Eeper_Mother, Eeper_Gnome, Eeper_Father);
-
- type Eeper_State is record
- Kind: Eeper_Kind;
- Dead: Boolean := True;
- Position, Prev_Position: IVector2;
- Eyes_Angle: Float;
- Eyes_Target: IVector2;
- Prev_Eyes: Eyes_Kind;
- Eyes: Eyes_Kind := Eyes_Closed;
- Size: IVector2;
- Path: Path_Map_Access;
-
- Background: Palette;
- Health: Float := 1.0;
- Attack_Cooldown: Integer := GUARD_ATTACK_COOLDOWN;
- end record;
-
- type Bomb_State is record
- Position: IVector2;
- Countdown: Integer := 0;
- end record;
-
- type Bomb_State_Array is array (1..10) of Bomb_State;
-
- type Eeper_Index is range 1..15;
- type Eeper_Array is array (Eeper_Index) of Eeper_State;
-
- type Checkpoint_State is record
- Map: Map_Access := Null;
- Player_Position: IVector2;
- Player_Keys: Integer;
- Player_Bombs: Integer;
- Player_Bomb_Slots: Integer;
- Eepers: Eeper_Array;
- Items: Hashed_Map_Items.Map;
- Bombs: Bomb_State_Array;
- end record;
-
- type Game_State is record
- Map: Map_Access := Null;
- Player: Player_State;
- Eepers: Eeper_Array;
-
- Turn_Animation: Float := 0.0;
-
- Items: Hashed_Map_Items.Map;
- Bombs: Bomb_State_Array;
- Camera_Position: Vector2 := (x => 0.0, y => 0.0);
-
- Checkpoint: Checkpoint_State;
-
- Duration_Of_Last_Turn: Double;
- end record;
-
- function Within_Map(Game: Game_State; Position: IVector2) return Boolean is
- begin
- return Position.Y in Game.Map'Range(1) and then Position.X in Game.Map'Range(2);
- end;
-
- function Clone_Map(M0: Map_Access) return Map_Access is
- M1: Map_Access;
- begin
- M1 := new Map(M0'Range(1), M0'Range(2));
- M1.all := M0.all;
- 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;
- end;
-
- function Eeper_Can_Stand_Here(Game: Game_State; Start: IVector2; Me: Eeper_Index) return Boolean is
- Size: constant IVector2 := Game.Eepers(Me).Size;
- begin
- for X in Start.X..Start.X+Size.X-1 loop
- for Y in Start.Y..Start.Y+Size.Y-1 loop
- if not Within_Map(Game, (X, Y)) then
- return False;
- end if;
- -- NOTE: it's fine to step into the explosions, because they don't live long enough.
- -- They disappear on the next turn.
- if Game.Map(Y, X) /= Cell_Floor and Game.Map(Y, X) /= Cell_Explosion then
- return False;
- end if;
- for Index in Eeper_Index loop
- if not Game.Eepers(Index).Dead and then Index /= Me then
- declare
- Eeper : constant Eeper_State := Game.Eepers(Index);
- begin
- if Inside_Of_Rect(Eeper.Position, Eeper.Size, (X, Y)) then
- return False;
- end if;
- end;
- end if;
- end loop;
- end loop;
- end loop;
- return True;
- end;
-
- package Queue is new
- Ada.Containers.Vectors(Index_Type => Natural, Element_Type => IVector2);
-
- procedure Recompute_Path_For_Eeper
- (Game: in out Game_State;
- Me: Eeper_Index;
- Steps_Limit: Integer;
- Step_Length_Limit: Integer;
- Stop_At_Me: Boolean := True)
- is
- Q: Queue.Vector;
- Eeper: Eeper_State renames Game.Eepers(Me);
- begin
- for Y in Eeper.Path'Range(1) loop
- for X in Eeper.Path'Range(2) loop
- Eeper.Path(Y, X) := -1;
- end loop;
- end loop;
-
- for Dy in 0..Eeper.Size.Y-1 loop
- for Dx in 0..Eeper.Size.X-1 loop
- declare
- Position: constant IVector2 := Game.Player.Position - (Dx, Dy);
- begin
- if Eeper_Can_Stand_Here(Game, Position, Me) then
- Eeper.Path(Position.Y, Position.X) := 0;
- Q.Append(Position);
- end if;
- end;
- end loop;
- end loop;
-
- while not Q.Is_Empty loop
- declare
- Position: constant IVector2 := Q(0);
- begin
- Q.Delete_First;
-
- if Stop_At_Me and then Position = Eeper.Position then
- exit;
- end if;
-
- if Eeper.Path(Position.Y, Position.X) >= Steps_Limit then
- exit;
- end if;
-
- for Dir in Direction loop
- declare
- New_Position: IVector2 := Position + Direction_Vector(Dir);
- begin
- for Limit in 1..Step_Length_Limit loop
- if not Eeper_Can_Stand_Here(Game, New_Position, Me) then
- exit;
- end if;
- if Eeper.Path(New_Position.Y, New_Position.X) >= 0 then
- exit;
- end if;
- Eeper.Path(New_Position.Y, New_Position.X) := Eeper.Path(Position.Y, Position.X) + 1;
- Q.Append(New_Position);
- New_Position := New_Position + Direction_Vector(Dir);
- end loop;
- end;
- end loop;
- end;
- end loop;
- end;
-
- procedure Game_Save_Checkpoint(Game: in out Game_State) is
- begin
- if Game.Checkpoint.Map /= null then
- Delete_Map(Game.Checkpoint.Map);
- end if;
- Game.Checkpoint.Map := Clone_Map(Game.Map);
- Game.Checkpoint.Player_Position := Game.Player.Position;
- Game.Checkpoint.Player_Keys := Game.Player.Keys;
- Game.Checkpoint.Player_Bombs := Game.Player.Bombs;
- Game.Checkpoint.Player_Bomb_Slots := Game.Player.Bomb_Slots;
- Game.Checkpoint.Eepers := Game.Eepers;
- Game.Checkpoint.Items := Game.Items;
- Game.Checkpoint.Bombs := Game.Bombs;
- end;
-
- procedure Game_Restore_Checkpoint(Game: in out Game_State) is
- begin
- if Game.Map /= null then
- Delete_Map(Game.Map);
- end if;
- Game.Map := Clone_Map(Game.Checkpoint.Map);
- Game.Player.Position := Game.Checkpoint.Player_Position;
- Game.Player.Keys := Game.Checkpoint.Player_Keys;
- Game.Player.Bombs := Game.Checkpoint.Player_Bombs;
- Game.Player.Bomb_Slots := Game.Checkpoint.Player_Bomb_Slots;
- Game.Eepers := Game.Checkpoint.Eepers;
- Game.Items := Game.Checkpoint.Items;
- Game.Bombs := Game.Checkpoint.Bombs;
- end;
-
- Too_Many_Entities: exception;
-
- function Allocate_Eeper(Game: in out Game_State) return Eeper_Index is
- begin
- for Eeper in Game.Eepers'Range loop
- if Game.Eepers(Eeper).Dead then
- Game.Eepers(Eeper).Dead := False;
- return Eeper;
- end if;
- end loop;
- raise Too_Many_Entities;
- end;
-
- procedure Spawn_Gnome(Game: in out Game_State; Position: IVector2) is
- Gnome: Eeper_State renames Game.Eepers(Allocate_Eeper(Game));
- Size: constant IVector2 := (1, 1);
- begin
- Gnome.Kind := Eeper_Gnome;
- Gnome.Prev_Eyes := Eyes_Closed;
- Gnome.Eyes := Eyes_Closed;
- Gnome.Eyes_Target := Position + (Size.X/2, Size.Y);
- Gnome.Background := COLOR_DOORKEY;
- Gnome.Position := Position;
- Gnome.Prev_Position := Position;
- Gnome.Size := Size;
- end;
-
- procedure Spawn_Father(Game: in out Game_State; Position: IVector2) is
- Father: Eeper_State renames Game.Eepers(Allocate_Eeper(Game));
- Size: constant IVector2 := (7, 7);
- begin
- Father.Kind := Eeper_Father;
- Father.Prev_Eyes := Eyes_Closed;
- Father.Eyes := Eyes_Closed;
- Father.Eyes_Angle := Pi*0.5;
- Father.Eyes_Target := Position + (Size.X/2, Size.Y);
- Father.Background := COLOR_FATHER;
- Father.Position := Position;
- Father.Prev_Position := Position;
- Father.Size := Size;
- end;
-
- procedure Spawn_Mother(Game: in out Game_State; Position: IVector2) is
- Mother: Eeper_State renames Game.Eepers(Allocate_Eeper(Game));
- Size: constant IVector2 := (7, 7);
- begin
- Mother.Kind := Eeper_Mother;
- Mother.Prev_Eyes := Eyes_Closed;
- Mother.Eyes := Eyes_Closed;
- Mother.Eyes_Target := Position + (Size.X/2, Size.Y);
- Mother.Background := COLOR_MOTHER;
- Mother.Position := Position;
- Mother.Prev_Position := Position;
- Mother.Health := 1.0;
- Mother.Size := Size;
- end;
-
- procedure Spawn_Guard(Game: in out Game_State; Position: IVector2) is
- Guard: Eeper_State renames Game.Eepers(Allocate_Eeper(Game));
- Size: constant IVector2 := (3, 3);
- begin
- Guard.Kind := Eeper_Guard;
- Guard.Prev_Eyes := Eyes_Closed;
- Guard.Eyes := Eyes_Closed;
- Guard.Eyes_Target := Position + (Size.X/2, Size.Y);
- Guard.Background := COLOR_GUARD;
- Guard.Position := Position;
- Guard.Prev_Position := Position;
- Guard.Health := 1.0;
- Guard.Size := Size;
- Guard.Attack_Cooldown := GUARD_ATTACK_COOLDOWN;
- end;
-
- type Level_Cell is (
- Level_None,
- Level_Gnome,
- Level_Mother,
- Level_Guard,
- Level_Floor,
- Level_Wall,
- Level_Door,
- Level_Checkpoint,
- Level_Bomb_Gen,
- Level_Barricade,
- Level_Key,
- Level_Player,
- Level_Father);
- Level_Cell_Color: constant array (Level_Cell) of Color := [
- Level_None => Get_Color(16#00000000#),
- Level_Gnome => Get_Color(16#FF9600FF#),
- Level_Mother => Get_Color(16#96FF00FF#),
- Level_Guard => Get_Color(16#00FF00FF#),
- Level_Floor => Get_Color(16#FFFFFFFF#),
- Level_Wall => Get_Color(16#000000FF#),
- Level_Door => Get_Color(16#00FFFFFF#),
- Level_Checkpoint => Get_Color(16#FF00FFFF#),
- Level_Bomb_Gen => Get_Color(16#FF0000FF#),
- Level_Barricade => Get_Color(16#FF0096FF#),
- Level_Key => Get_Color(16#FFFF00FF#),
- Level_Player => Get_Color(16#0000FFFF#),
- Level_Father => Get_Color(16#265FDAFF#)];
-
- function Cell_By_Color(Col: Color; Out_Cel: out Level_Cell) return Boolean is
- begin
- for Cel in Level_Cell loop
- if Level_Cell_Color(Cel) = Col then
- Out_Cel := Cel;
- return True;
- end if;
- end loop;
- return False;
- end;
-
- function Screen_Size return Vector2 is
- begin
- return To_Vector2((Integer(Get_Screen_Width), Integer(Get_Screen_Height)));
- end;
-
- procedure Load_Game_From_Image(File_Name: in String; Game: in out Game_State; Update_Player: Boolean) is
- type Color_Array is array (Natural range <>) of aliased Raylib.Color;
- package Color_Pointer is new Interfaces.C.Pointers(
- Index => Natural,
- Element => Raylib.Color,
- Element_Array => Color_Array,
- Default_Terminator => (others => 0));
- function To_Color_Pointer is new Ada.Unchecked_Conversion (Raylib.Addr, Color_Pointer.Pointer);
- use Color_Pointer;
-
- Img: constant Image := Raylib.Load_Image(To_C(File_Name));
- Pixels: constant Color_Pointer.Pointer := To_Color_Pointer(Img.Data);
- begin
- if Game.Map /= null then
- Delete_Map(Game.Map);
- end if;
- Game.Map := new Map(1..Integer(Img.Height), 1..Integer(Img.Width));
-
- for Eeper of Game.Eepers loop
- Eeper.Dead := True;
- if Eeper.Path /= null then
- Delete_Path_Map(Eeper.Path);
- end if;
- Eeper.Path := new Path_Map(1..Integer(Img.Height), 1..Integer(Img.Width));
- for Y in Eeper.Path'Range(1) loop
- for X in Eeper.Path'Range(2) loop
- Eeper.Path(Y, X) := -1;
- end loop;
- end loop;
- end loop;
-
- Game.Items.Clear;
- for Bomb of Game.Bombs loop
- Bomb.Countdown := 0;
- end loop;
-
- for Row in Game.Map'Range(1) loop
- for Column in Game.Map'Range(2) loop
- declare
- Index: constant Ptrdiff_T := Ptrdiff_T((Row - 1)*Integer(Img.Width) + (Column - 1));
- Pixel: constant Color_Pointer.Pointer := Pixels + Index;
- Cel: Level_Cell;
- begin
- if Cell_By_Color(Pixel.all, Cel) then
- case Cel is
- when Level_None =>
- Game.Map(Row, Column) := Cell_None;
- when Level_Gnome =>
- Spawn_Gnome(Game, (Column, Row));
- Game.Map(Row, Column) := Cell_Floor;
- when Level_Mother =>
- Spawn_Mother(Game, (Column, Row));
- Game.Map(Row, Column) := Cell_Floor;
- when Level_Guard =>
- Spawn_Guard(Game, (Column, Row));
- Game.Map(Row, Column) := Cell_Floor;
- when Level_Father =>
- Game.Camera_Position := Screen_Size*0.5 - (To_Vector2((Column, Row))*Cell_Size + To_Vector2((7, 7))*Cell_Size*0.5);
- Spawn_Father(Game, (Column, Row));
- Game.Map(Row, Column) := Cell_Floor;
- when Level_Floor => Game.Map(Row, Column) := Cell_Floor;
- when Level_Wall => Game.Map(Row, Column) := Cell_Wall;
- when Level_Door => Game.Map(Row, Column) := Cell_Door;
- when Level_Checkpoint =>
- Game.Map(Row, Column) := Cell_Floor;
- Game.Items.Insert((Column, Row), (Kind => Item_Checkpoint));
- when Level_Bomb_Gen =>
- Game.Map(Row, Column) := Cell_Floor;
- Game.Items.Insert((Column, Row), (Kind => Item_Bomb_Gen, Cooldown => 0));
- when Level_Barricade =>
- Game.Map(Row, Column) := Cell_Barricade;
- when Level_Key =>
- Game.Map(Row, Column) := Cell_Floor;
- Game.Items.Insert((Column, Row), (Kind => Item_Key));
- when Level_Player =>
- Game.Map(Row, Column) := Cell_Floor;
- if Update_Player then
- Game.Player.Position := (Column, Row);
- Game.Player.Prev_Position := (Column, Row);
- -- TODO: should we save the state of the eyes in the checkpoint?
- -- Or maybe checkpoint should just save the entirety of the Player_State.
- -- 'Cause that's what we do Eepers anyway. It works for them.
- Game.Player.Prev_Eyes := Eyes_Closed;
- Game.Player.Eyes := Eyes_Open;
- Game.Player.Eyes_Angle := Pi*0.5;
- Game.Player.Eyes_Target := Game.Player.Position + Direction_Vector(Up);
- end if;
- end case;
- else
- Game.Map(Row, Column) := Cell_None;
- end if;
- end;
- end loop;
- end loop;
-
- Stop_Music_Stream(Ambient_Music);
- Play_Music_Stream(Ambient_Music);
- end;
-
- procedure Draw_Bomb(Position: IVector2; C: Color) is
- begin
- Draw_Circle_V(To_Vector2(Position)*Cell_Size + Cell_Size*0.5, Cell_Size.X*0.5, C);
- end;
-
- procedure Draw_Key(Position: IVector2) is
- begin
- Draw_Circle_V(To_Vector2(Position)*Cell_Size + Cell_Size*0.5, Cell_Size.X*0.25, Palette_RGB(COLOR_DOORKEY));
- end;
-
- procedure Draw_Number(Start, Size: Vector2; N: Integer; C: Color) is
- Label: constant Char_Array := To_C(Trim(Integer'Image(N), Ada.Strings.Left));
- Label_Height: constant Integer := 32;
- Label_Width: constant Integer := Integer(Measure_Text(Label, Int(Label_Height)));
- Text_Size: constant Vector2 := To_Vector2((Label_Width, Label_Height));
- Position: constant Vector2 := Start + Size*0.5 - Text_Size*0.5;
- begin
- Draw_Text(Label, Int(Position.X), Int(Position.Y), Int(Label_Height), C);
- end;
-
- procedure Draw_Number(Cell_Position: IVector2; N: Integer; C: Color) is
- begin
- Draw_Number(To_Vector2(Cell_Position)*Cell_Size, Cell_Size, N, C);
- end;
-
- procedure Game_Cells(Game: in Game_State) is
- begin
- for Row in Game.Map'Range(1) loop
- for Column in Game.Map'Range(2) loop
- declare
- Position: constant Vector2 := To_Vector2((Column, Row))*Cell_Size;
- begin
- Draw_Rectangle_V(position, cell_size, Cell_Colors(Game.Map(Row, Column)));
- end;
- end loop;
- end loop;
- end;
-
- procedure Game_Items(Game: in Game_State) is
- use Hashed_Map_Items;
- begin
- for C in Game.Items.Iterate loop
- case Element(C).Kind is
- 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 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));
- else
- Draw_Bomb(Key(C), Palette_RGB(COLOR_BOMB));
- end if;
- end case;
- end loop;
- end;
-
- procedure Flood_Fill(Game: in out Game_State; Start: IVector2; Fill: Cell) is
- Q: Queue.Vector;
- Background: Cell;
- begin
- if not Within_Map(Game, Start) then
- return;
- end if;
-
- Background := Game.Map(Start.Y, Start.X);
- Game.Map(Start.Y, Start.X) := Fill;
- Q.Append(Start);
-
- while not Q.Is_Empty loop
- declare
- Position: constant IVector2 := Q(0);
- begin
- Q.Delete_First;
-
- for Dir in Direction loop
- declare
- New_Position: constant IVector2 := Position + Direction_Vector(Dir);
- begin
- if Within_Map(Game, New_Position) and then Game.Map(New_Position.Y, New_Position.X) = Background then
- Game.Map(New_Position.Y, New_Position.X) := Fill;
- Q.Append(New_Position);
- end if;
- end;
- end loop;
- end;
- end loop;
- end;
-
- procedure Game_Player_Turn(Game: in out Game_State; Dir: Direction) is
- New_Position: constant IVector2 := Game.Player.Position + Direction_Vector(Dir);
- begin
- Game.Player.Prev_Eyes := Game.Player.Eyes;
- Game.Player.Prev_Position := Game.Player.Position;
- Game.Player.Eyes_Target := New_Position + Direction_Vector(Dir);
-
- if not Within_Map(Game, New_Position) then
- return;
- end if;
-
- case Game.Map(New_Position.Y, New_Position.X) is
- when Cell_Floor =>
- Game.Player.Position := New_Position;
- declare
- use Hashed_Map_Items;
- C: Cursor := Game.Items.Find(New_Position);
- begin
- if Has_Element(C) then
- case Element(C).Kind is
- when Item_Key =>
- Game.Player.Keys := Game.Player.Keys + 1;
- Game.Items.Delete(C);
- Play_Sound(Key_Pickup_Sound);
- 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 => Item_Bomb_Gen, Cooldown => BOMB_GENERATOR_COOLDOWN));
- Play_Sound(Bomb_Pickup_Sound);
- end if;
- when Item_Checkpoint =>
- Game.Items.Delete(C);
- Game.Player.Bombs := Game.Player.Bomb_Slots;
- Game_Save_Checkpoint(Game);
- Play_Sound(Checkpoint_Sound);
- end case;
- end if;
- end;
- when Cell_Door =>
- if Game.Player.Keys > 0 then
- Game.Player.Keys := Game.Player.Keys - 1;
- Flood_Fill(Game, New_Position, Cell_Floor);
- Game.Player.Position := New_Position;
- Play_Sound(Open_Door_Sound);
- end if;
- when others => null;
- end case;
- Play_Sound(Footsteps_Sounds(Random_Footsteps.Random(Footsteps_Gen)));
- end;
-
- procedure Explode(Game: in out Game_State; Position: in IVector2) is
- procedure Explode_Line(Dir: Direction) is
- New_Position: IVector2 := Position;
- begin
- Line: for I in 1..EXPLOSION_LENGTH loop
- if not Within_Map(Game, New_Position) then
- return;
- end if;
-
- case Game.Map(New_Position.Y, New_Position.X) is
- when Cell_Floor | Cell_Explosion =>
- Game.Map(New_Position.Y, New_Position.X) := Cell_Explosion;
-
- if New_Position = Game.Player.Position then
- Game.Player.Dead := True;
- return;
- end if;
-
- for Eeper of Game.Eepers loop
- if not Eeper.Dead and then Inside_Of_Rect(Eeper.Position, Eeper.Size, New_Position) then
- case Eeper.Kind is
- when Eeper_Father => null;
- when Eeper_Gnome =>
- Game.Items.Insert(Eeper.Position, (Kind => Item_Key));
- Eeper.Dead := True;
- when Eeper_Guard =>
- Eeper.Eyes := Eyes_Cringe;
- Eeper.Health := Eeper.Health - EEPER_EXPLOSION_DAMAGE;
- if Eeper.Health <= 0.0 then
- Eeper.Dead := True;
- end if;
- when Eeper_Mother =>
- declare
- Position: constant IVector2 := Eeper.Position;
- begin
- Eeper.Dead := True;
- Spawn_Guard(Game, Position + (0, 0));
- Spawn_Guard(Game, Position + (4, 0));
- Spawn_Guard(Game, Position + (0, 4));
- Spawn_Guard(Game, Position + (4, 4));
- end;
- end case;
- return;
- end if;
- end loop;
-
- New_Position := New_Position + Direction_Vector(Dir);
- when Cell_Barricade =>
- Flood_Fill(Game, New_Position, Cell_Floor);
- return;
- when others =>
- return;
- end case;
- end loop Line;
- end;
- begin
- for Dir in Direction loop
- Explode_Line(Dir);
- end loop;
- end;
-
- Keys: constant array (Direction) of int := [
- Left => KEY_A,
- Right => KEY_D,
- Up => KEY_W,
- Down => KEY_S
- ];
-
- procedure Game_Update_Camera(Game: in out Game_State) is
- Camera_Target: constant Vector2 :=
- Screen_Size*0.5 - To_Vector2(Game.Player.Position)*Cell_Size - Cell_Size*0.5;
- Camera_Velocity: constant Vector2 := (Camera_Target - Game.Camera_Position)*2.0;
- begin
- Game.Camera_Position := Game.Camera_Position + Camera_Velocity*Get_Frame_Time;
- end;
-
- function Game_Camera(Game: in Game_State) return Camera2D is
- begin
- return (
- offset => Game.Camera_Position,
- target => (x => 0.0, y => 0.0),
- rotation => 0.0,
- zoom => 1.0);
- end;
-
- function Interpolate_Positions(IPrev_Position, IPosition: IVector2; T: Float) return Vector2 is
- Prev_Position: constant Vector2 := To_Vector2(IPrev_Position)*Cell_Size;
- Curr_Position: constant Vector2 := To_Vector2(IPosition)*Cell_Size;
- begin
- return Vector2_Lerp(Prev_Position, Curr_Position, C_Float(1.0 - T*T));
- end;
-
- Space_Pressed: Boolean := False;
- Dir_Pressed: array (Direction) of Boolean := [others => False];
- Any_Key_Pressed: Boolean := False;
-
- procedure Swallow_Player_Input is
- begin
- Space_Pressed := False;
- Any_Key_Pressed := False;
- Dir_Pressed := [others => False];
- end;
-
- procedure Game_Bombs_Turn(Game: in out Game_State) is
- begin
- for Bomb of Game.Bombs loop
- if Bomb.Countdown > 0 then
- Bomb.Countdown := Bomb.Countdown - 1;
- if Bomb.Countdown <= 0 then
- Play_Sound(Blast_Sound);
- Explode(Game, Bomb.Position);
- end if;
- end if;
- end loop;
- end;
-
- procedure Game_Explosions_Turn(Game: in out Game_State) is
- begin
- for Y in Game.Map'Range(1) loop
- for X in Game.Map'Range(2) loop
- if Game.Map(Y, X) = Cell_Explosion then
- Game.Map(Y, X) := Cell_Floor;
- end if;
- end loop;
- end loop;
- end;
-
- function Look_At(Looker, Target: Vector2) return Float is
- begin
- return -Float(Vector2_Line_Angle(Looker, Target));
- end;
-
- procedure Game_Eepers_Turn(Game: in out Game_State) is
- begin
- for Me in Eeper_Index loop
- declare
- Eeper: Eeper_State renames Game.Eepers(Me);
- begin
- if not Eeper.Dead then
- Eeper.Prev_Position := Eeper.Position;
- Eeper.Prev_Eyes := Eeper.Eyes;
- case Eeper.Kind is
- when Eeper_Father =>
- declare
- Wake_Up_Radius: constant IVector2 := (3, 3);
- begin
- if Inside_Of_Rect(Eeper.Position, Eeper.Size, Game.Player.Position) then
- Load_Game_From_Image("assets/map.png", Game, True);
- elsif Inside_Of_Rect(Eeper.Position - Wake_Up_Radius, Eeper.Size + Wake_Up_Radius*2, Game.Player.Position) then
- Eeper.Eyes_Target := Game.Player.Position;
- Eeper.Eyes := Eyes_Open;
- else
- Eeper.Eyes_Target := Eeper.Position + (Eeper.Size.X/2, Eeper.Size.Y);
- Eeper.Eyes := Eyes_Closed;
- end if;
- end;
- when Eeper_Guard | Eeper_Mother =>
- Recompute_Path_For_Eeper(Game, Me, GUARD_STEPS_LIMIT, GUARD_STEP_LENGTH_LIMIT);
- if Eeper.Path(Eeper.Position.Y, Eeper.Position.X) = 0 then
- Game.Player.Dead := True;
- Eeper.Eyes := Eyes_Surprised;
- elsif Eeper.Path(Eeper.Position.Y, Eeper.Position.X) > 0 then
- if Eeper.Attack_Cooldown <= 0 then
- declare
- Current : constant Integer := Eeper.Path(Eeper.Position.Y, Eeper.Position.X);
- Available_Positions: array (0..Direction_Vector'Length-1) of IVector2;
- Count: Integer := 0;
- begin
- for Dir in Direction loop
- declare
- Position: IVector2 := Eeper.Position;
- begin
- while Eeper_Can_Stand_Here(Game, Position, Me) loop
- Position := Position + Direction_Vector(Dir);
- if Within_Map(Game, Position) and then Eeper.Path(Position.Y, Position.X) = Current - 1 then
- Available_Positions(Count) := Position;
- Count := Count + 1;
- exit;
- end if;
- end loop;
- end;
- end loop;
- if Count > 0 then
- Eeper.Position := Available_Positions(Random_Integer.Random(Gen) mod Count);
- Play_Sound(Guard_Step_Sound);
- end if;
- end;
- Eeper.Attack_Cooldown := GUARD_ATTACK_COOLDOWN;
- else
- Eeper.Attack_Cooldown := Eeper.Attack_Cooldown - 1;
- end if;
-
- if Eeper.Path(Eeper.Position.Y, Eeper.Position.X) = 1 then
- Eeper.Eyes := Eyes_Angry;
- else
- Eeper.Eyes := Eyes_Open;
- end if;
- Eeper.Eyes_Target := Game.Player.Position;
-
- if Inside_Of_Rect(Eeper.Position, Eeper.Size, Game.Player.Position) then
- Game.Player.Dead := True;
- end if;
- else
- Eeper.Eyes := Eyes_Closed;
- Eeper.Eyes_Target := Eeper.Position + (Eeper.Size.X/2, Eeper.Size.Y);
- Eeper.Attack_Cooldown := GUARD_ATTACK_COOLDOWN + 1;
- end if;
-
- if Eeper.Health < 1.0 then
- Eeper.Health := Eeper.Health + GUARD_TURN_REGENERATION;
- end if;
- when Eeper_Gnome =>
- Recompute_Path_For_Eeper(Game, Me, 9, 1, Stop_At_Me => False);
- declare
- Position: constant IVector2 := Eeper.Position;
- begin
- if Eeper.Path(Position.Y, Position.X) >= 0 then
- declare
- Available_Positions: array (0..Direction_Vector'Length-1) of IVector2;
- Count: Integer := 0;
- begin
- for Dir in Direction loop
- declare
- New_Position: constant IVector2 := Position + Direction_Vector(Dir);
- begin
- if Within_Map(Game, New_Position)
- and then Game.Map(New_Position.Y, New_Position.X) = Cell_Floor
- and then Eeper.Path(New_Position.Y, New_Position.X) > Eeper.Path(Position.Y, Position.X)
- then
- Available_Positions(Count) := New_Position;
- Count := Count + 1;
- end if;
- end;
- end loop;
-
- if Count > 0 then
- Eeper.Position := Available_Positions(Random_Integer.Random(Gen) mod Count);
- end if;
- end;
- Eeper.Eyes := Eyes_Open;
- Eeper.Eyes_Target := Game.Player.Position;
- else
- Eeper.Eyes := Eyes_Closed;
- Eeper.Eyes_Target := Eeper.Position + (Eeper.Size.X/2, Eeper.Size.Y);
- end if;
- end;
- end case;
- end if;
- end;
- end loop;
- end;
-
- procedure Game_Items_Turn(Game: in out Game_State) is
- use Hashed_Map_Items;
- begin
- for C in Game.Items.Iterate loop
- if Element(C).Kind = Item_Bomb_Gen then
- if Element(C).Cooldown > 0 then
- Game.Items.Replace_Element(C, (Kind => Item_Bomb_Gen, Cooldown => Element(C).Cooldown - 1));
- end if;
- end if;
- end loop;
- end;
-
- function Screen_Player_Position(Game: in Game_State) return Vector2 is
- begin
- if Game.Turn_Animation > 0.0 then
- return Interpolate_Positions(Game.Player.Prev_Position, Game.Player.Position, Game.Turn_Animation);
- else
- return To_Vector2(Game.Player.Position)*Cell_Size;
- end if;
- end;
-
- function Clamp(X, Lo, Hi: Float) return Float is
- begin
- if X < Lo then
- return Lo;
- elsif X > Hi then
- return Hi;
- else
- return X;
- end if;
- end;
-
- function Repeat(T, Length: Float) return Float is
- function Floorf(A: C_Float) return C_Float
- with
- Import => True,
- Convention => C,
- External_Name => "floorf";
- begin
- return Clamp(T - Float(Floorf(C_Float(T/Length)))*Length, 0.0, Length);
- end;
-
- function Delta_Angle(A, B: Float) return Float is
- Dlt: Float := Repeat(B - A, 2.0*Pi);
- begin
- if Dlt > Pi then
- Dlt := Dlt - 2.0*Pi;
- end if;
- return Dlt;
- end;
-
- procedure Draw_Eyes(Start, Size: Vector2; Angle: Float; Prev_Kind, Kind: Eyes_Kind; T: Float) is
- Dir: constant Vector2 := Vector2_Rotate((1.0, 0.0), C_Float(Angle));
- Eyes_Ratio: constant Vector2 := (13.0/64.0, 23.0/64.0);
- Eyes_Size: constant Vector2 := Eyes_Ratio*Size;
- Center: constant Vector2 := Start + Size*0.5;
- Position: constant Vector2 := Center + Dir*Eyes_Size.X*0.6;
- Positions: constant array (Eye) of Vector2 := [
- Left_Eye => Position - Eyes_Size*(0.5, 0.0) - Eyes_Size*(1.0, 0.5),
- Right_Eye => Position + Eyes_Size*(0.5, 0.0) - Eyes_Size*(0.0, 0.5)
- ];
- Mesh: Eye_Mesh;
- begin
- for Eye_Index in Eye loop
- for Vertex_Index in Eye_Mesh'Range loop
- Mesh(Vertex_Index) := Positions(Eye_Index) + Eyes_Size*Vector2_Lerp(Eyes_Meshes(Prev_Kind)(Eye_Index)(Vertex_Index), Eyes_Meshes(Kind)(Eye_Index)(Vertex_Index), C_Float(1.0 - T*T));
- end loop;
- Draw_Triangle_Strip(Mesh, Palette_RGB(COLOR_EYES));
- end loop;
- 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
- Game.Player.Eyes_Angle := Game.Player.Eyes_Angle + Eyes_Angular_Direction*EYES_ANGULAR_VELOCITY*Float(Get_Frame_Time);
- if Game.Player.Dead then
- if Game.Turn_Animation >= 0.0 then
- Draw_Rectangle_V(Screen_Player_Position(Game), Cell_Size, Palette_RGB(COLOR_PLAYER));
- Draw_Eyes(Screen_Player_Position(Game), Cell_Size, Game.Player.Eyes_Angle, Game.Player.Prev_Eyes, Game.Player.Eyes, Game.Turn_Animation);
- end if;
-
- if Any_Key_Pressed then
- Game_Restore_Checkpoint(Game);
- Game.Player.Dead := False;
- end if;
-
- return;
- end if;
-
- Draw_Rectangle_V(Screen_Player_Position(Game), Cell_Size, Palette_RGB(COLOR_PLAYER));
- Draw_Eyes(Screen_Player_Position(Game), Cell_Size, Game.Player.Eyes_Angle, Game.Player.Prev_Eyes, Game.Player.Eyes, Game.Turn_Animation);
-
- if Game.Turn_Animation > 0.0 then
- return;
- end if;
-
- if Space_Pressed and then Game.Player.Bombs > 0 then
- declare
- Start_Of_Turn: constant Double := Get_Time;
- begin
- Game.Turn_Animation := 1.0;
- Game_Explosions_Turn(Game);
- Game_Items_Turn(Game);
-
- -- Game_Player_Turn(Game, Dir);
- Game.Player.Prev_Position := Game.Player.Position;
- for Bomb of Game.Bombs loop
- if Bomb.Countdown <= 0 then
- Bomb.Countdown := 3;
- Bomb.Position := Game.Player.Position;
- exit;
- end if;
- end loop;
- Game.Player.Bombs := Game.Player.Bombs - 1;
- Play_Sound(Plant_Bomb_Sound);
-
- Game_Eepers_Turn(Game);
- -- Game_Bombs_Turn(Game);
- Game.Duration_Of_Last_Turn := Get_Time - Start_Of_Turn;
- end;
- else
- for Dir in Direction loop
- if Dir_Pressed(Dir) then
- declare
- Start_Of_Turn: constant Double := Get_Time;
- begin
- Game.Turn_Animation := 1.0;
- Game_Explosions_Turn(Game);
- Game_Items_Turn(Game);
- Game_Player_Turn(Game, Dir);
- Game_Eepers_Turn(Game);
- Game_Bombs_Turn(Game);
- Game.Duration_Of_Last_Turn := Get_Time - Start_Of_Turn;
- end;
- end if;
- end loop;
- end if;
- end;
-
- procedure Game_Bombs(Game: Game_State) is
- begin
- for Bomb of Game.Bombs loop
- if Bomb.Countdown > 0 then
- Draw_Bomb(Bomb.Position, Palette_RGB(COLOR_BOMB));
- Draw_Number(Bomb.Position, Bomb.Countdown, Palette_RGB(COLOR_LABEL));
- end if;
- end loop;
- end;
-
- procedure Game_Hud(Game: in Game_State) is
- begin
- for Index in 1..Game.Player.Keys loop
- declare
- Position: constant Vector2 := (100.0 + C_float(Index - 1)*Cell_Size.X, 100.0);
- begin
- Draw_Circle_V(Position, Cell_Size.X*0.25, Palette_RGB(COLOR_DOORKEY));
- end;
- end loop;
-
- for Index in 1..Game.Player.Bombs loop
- declare
- Position: constant Vector2 := (100.0 + C_float(Index - 1)*Cell_Size.X, 200.0);
- begin
- Draw_Circle_V(Position, Cell_Size.X*0.5, Palette_RGB(COLOR_BOMB));
- end;
- end loop;
-
- if Game.Player.Dead then
- declare
- Label: constant Char_Array := To_C("You Died!");
- Label_Height: constant Integer := 48;
- Label_Width: constant Integer := Integer(Measure_Text(Label, Int(Label_Height)));
- Text_Size: constant Vector2 := To_Vector2((Label_Width, Label_Height));
- Position: constant Vector2 := Screen_Size*0.5 - Text_Size*0.5;
- begin
- Draw_Text(Label, Int(Position.X), Int(Position.Y), Int(Label_Height), Palette_RGB(COLOR_LABEL));
- end;
- end if;
- end;
-
- procedure Health_Bar(Boundary_Start, Boundary_Size: Vector2; Health: C_Float) is
- Health_Padding: constant C_Float := 10.0;
- Health_Height: constant C_Float := 10.0;
- Health_Width: constant C_Float := Boundary_Size.X*Health;
- begin
- Draw_Rectangle_V(
- Boundary_Start - (0.0, Health_Padding + Health_Height),
- (Health_Width, Health_Height),
- Palette_RGB(COLOR_HEALTHBAR));
- end;
-
-
- procedure Draw_Cooldown_Timer_Bubble(Start, Size: Vector2; Cooldown: Integer; Background: Palette) is
- Text_Color: constant Color := (A => 255, others => 0);
- Bubble_Radius: constant C_Float := 30.0;
- Bubble_Center: constant Vector2 := Start + Size*(0.5, 0.0) - (0.0, Bubble_Radius*2.0);
- begin
- Draw_Circle_V(Bubble_Center, Bubble_Radius, Palette_RGB(Background));
- Draw_Number(Bubble_Center - (Bubble_Radius, Bubble_Radius), (Bubble_Radius, Bubble_Radius)*2.0, Cooldown, Text_Color);
- end;
-
- procedure Game_Eepers(Game: in out Game_State) is
- begin
- for Eeper of Game.Eepers loop
- declare
- Position: constant Vector2 :=
- (if Game.Turn_Animation > 0.0
- then Interpolate_Positions(Eeper.Prev_Position, Eeper.Position, Game.Turn_Animation)
- else To_Vector2(Eeper.Position)*Cell_Size);
- Size: constant Vector2 := To_Vector2(Eeper.Size)*Cell_Size;
- Eyes_Angular_Direction: constant Float := Delta_Angle(Eeper.Eyes_Angle, Look_At(Position + Size*0.5, To_Vector2(Eeper.Eyes_Target)*Cell_Size + Cell_Size*0.5));
- begin
- if not Eeper.Dead then
- Eeper.Eyes_Angle := Eeper.Eyes_Angle + Eyes_Angular_Direction*EYES_ANGULAR_VELOCITY*Float(Get_Frame_Time);
- case Eeper.Kind is
- when Eeper_Father =>
- Draw_Rectangle_V(Position, Size, Palette_RGB(Eeper.Background));
- Draw_Eyes(Position, Size, Eeper.Eyes_Angle, Eeper.Prev_Eyes, Eeper.Eyes, Game.Turn_Animation);
- 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
- Draw_Cooldown_Timer_Bubble(Position, Size, Eeper.Attack_Cooldown, Eeper.Background);
- elsif Eeper.Path(Eeper.Position.Y, Eeper.Position.X) >= 0 then
- Draw_Cooldown_Timer_Bubble(Position, Size, Eeper.Attack_Cooldown, Eeper.Background);
- end if;
- Draw_Eyes(Position, Size, Eeper.Eyes_Angle, Eeper.Prev_Eyes, Eeper.Eyes, Game.Turn_Animation);
- when Eeper_Gnome =>
- declare
- GNOME_RATIO: constant C_Float := 0.7;
- GNOME_SIZE: constant Vector2 := Cell_Size*GNOME_RATIO;
- GNOME_START: constant Vector2 := Position + Cell_Size*0.5 - GNOME_SIZE*0.5;
- begin
- Draw_Rectangle_V(GNOME_START, GNOME_SIZE, Palette_RGB(Eeper.Background));
- Draw_Eyes(GNOME_START, GNOME_SIZE, Eeper.Eyes_Angle, Eeper.Prev_Eyes, Eeper.Eyes, Game.Turn_Animation);
- end;
- end case;
- end if;
- end;
- end loop;
- end;
-
- Game: Game_State;
- Title: constant Char_Array := To_C("Eepers");
-
- Palette_Editor: Boolean := False;
- Palette_Editor_Choice: Palette := Palette'First;
- Palette_Editor_Selected: Boolean := False;
- Palette_Editor_Component: HSV_Comp := Hue;
-
-begin
- if not Change_Directory(Get_Application_Directory) then
- Put_Line("WARNING: Could not change working directory to the application directory");
- end if;
-
- Set_Config_Flags(FLAG_WINDOW_RESIZABLE);
- Init_Window(1600, 900, Title);
- Set_Target_FPS(60);
- Set_Exit_Key(KEY_NULL);
-
- Init_Audio_Device;
- for Index in Footsteps_Range loop
- Footsteps_Sounds(Index) := Load_Sound(To_C("assets/sounds/footsteps.mp3"));
- Set_Sound_Pitch(Footsteps_Sounds(Index), Footsteps_Pitches(Index));
- end loop;
- Blast_Sound := Load_Sound(To_C("assets/sounds/blast.ogg")); -- https://opengameart.org/content/magic-sfx-sample
- Key_Pickup_Sound := Load_Sound(To_C("assets/sounds/key-pickup.wav")); -- https://opengameart.org/content/beep-tone-sound-sfx
- Ambient_Music := Load_Music_Stream(To_C("assets/sounds/ambient.wav")); -- https://opengameart.org/content/ambient-soundtrack
- Set_Music_Volume(Ambient_Music, 0.5);
- Bomb_Pickup_Sound := Load_Sound(To_C("assets/sounds/bomb-pickup.ogg")); -- https://opengameart.org/content/pickupplastic-sound
- Open_Door_Sound := Load_Sound(To_C("assets/sounds/open-door.wav")); -- https://opengameart.org/content/picked-coin-echo
- Set_Sound_Volume(Open_Door_Sound, 0.5);
- Checkpoint_Sound := Load_Sound(To_C("assets/sounds/checkpoint.ogg")); -- https://opengameart.org/content/level-up-power-up-coin-get-13-sounds
- 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
-
- Random_Integer.Reset(Gen);
- Load_Colors("assets/colors.txt");
- Load_Game_From_Image("assets/map.png", Game, True);
- Game_Save_Checkpoint(Game);
- Play_Music_Stream(Ambient_Music);
-
- while not Window_Should_Close loop
- if Is_Music_Stream_Playing(Ambient_Music) then
- Update_Music_Stream(Ambient_Music);
- end if;
- Begin_Drawing;
- Clear_Background(Palette_RGB(COLOR_BACKGROUND));
-
- Swallow_Player_Input;
- Polling: loop
- declare
- Key: constant int := Get_Key_Pressed;
- begin
- case Key is
- when KEY_NULL => exit Polling;
- when KEY_SPACE => Space_Pressed := True;
- when KEY_A | KEY_LEFT => Dir_Pressed(Left) := True;
- when KEY_D | KEY_RIGHT => Dir_Pressed(Right) := True;
- when KEY_S | KEY_DOWN => Dir_Pressed(Down) := True;
- when KEY_W | KEY_UP => Dir_Pressed(Up) := True;
- when others => null;
- end case;
- Any_Key_Pressed := True;
- end;
- end loop Polling;
-
- if DEVELOPMENT then
- if Is_Key_Pressed(KEY_R) then
- Load_Game_From_Image("assets/map.png", Game, False);
- end if;
-
- if Is_Key_Pressed(KEY_O) then
- Palette_Editor := not Palette_Editor;
- if not Palette_Editor then
- Save_Colors("assets/colors.txt");
- end if;
- end if;
-
- if Palette_Editor then
- if Palette_Editor_Selected then
- if Is_Key_Pressed(KEY_ESCAPE) then
- Palette_Editor_Selected := False;
- end if;
-
- if Is_Key_Pressed(Keys(Left)) then
- if Palette_Editor_Component /= HSV_Comp'First then
- Palette_Editor_Component := HSV_Comp'Pred(Palette_Editor_Component);
- end if;
- end if;
-
- if Is_Key_Pressed(Keys(Right)) then
- if Palette_Editor_Component /= HSV_Comp'Last then
- Palette_Editor_Component := HSV_Comp'Succ(Palette_Editor_Component);
- end if;
- end if;
-
- if Is_Key_Down(Keys(Up)) then
- Palette_HSV(Palette_Editor_Choice)(Palette_Editor_Component) := Palette_HSV(Palette_Editor_Choice)(Palette_Editor_Component) + 1;
- Palette_RGB(Palette_Editor_Choice) := HSV_To_RGB(Palette_HSV(Palette_Editor_Choice));
- end if;
-
- if Is_Key_Down(Keys(Down)) then
- Palette_HSV(Palette_Editor_Choice)(Palette_Editor_Component) := Palette_HSV(Palette_Editor_Choice)(Palette_Editor_Component) - 1;
- Palette_RGB(Palette_Editor_Choice) := HSV_To_RGB(Palette_HSV(Palette_Editor_Choice));
- end if;
- else
- if Is_Key_Pressed(Keys(Down)) then
- if Palette_Editor_Choice /= Palette'Last then
- Palette_Editor_Choice := Palette'Succ(Palette_Editor_Choice);
- end if;
- end if;
-
- if Is_Key_Pressed(Keys(Up)) then
- if Palette_Editor_Choice /= Palette'First then
- Palette_Editor_Choice := Palette'Pred(Palette_Editor_Choice);
- end if;
- end if;
-
- if Is_Key_Pressed(KEY_ESCAPE) then
- Palette_Editor := False;
- end if;
-
- if Is_Key_Pressed(KEY_ENTER) then
- Palette_Editor_Selected := True;
- end if;
- end if;
-
- Swallow_Player_Input;
- end if;
- end if;
-
- if Game.Turn_Animation > 0.0 then
- Game.Turn_Animation := (Game.Turn_Animation*TURN_DURATION_SECS - Float(Get_Frame_Time))/TURN_DURATION_SECS;
- end if;
-
- Game_Update_Camera(Game);
- Begin_Mode2D(Game_Camera(Game));
- Game_Cells(Game);
- Game_Items(Game);
- Game_Player(Game);
- Game_Eepers(Game);
- Game_Bombs(Game);
- if DEVELOPMENT then
- if Is_Key_Down(KEY_P) then
- for Row in Game.Map'Range(1) loop
- for Column in Game.Map'Range(2) loop
- Draw_Number((Column, Row), Game.Eepers(1).Path(Row, Column), (A => 255, others => 0));
- end loop;
- end loop;
- end if;
- end if;
- End_Mode2D;
-
- Game_Hud(Game);
- if DEVELOPMENT then
- Draw_FPS(10, 10);
- declare
- S: String(1..20);
- begin
- Double_IO.Put(S, Game.Duration_Of_Last_Turn, Exp => 0);
- Draw_Text(To_C(S), 100, 10, 32, (others => 255));
- end;
- end if;
-
- if Palette_Editor then
- for C in Palette loop
- declare
- Label: constant Char_Array := To_C(C'Image);
- Label_Height: constant Integer := 32;
- Position: constant Vector2 := (200.0, 200.0 + C_Float(Palette'Pos(C))*C_Float(Label_Height));
- begin
- Draw_Text(Label, Int(Position.X), Int(Position.Y), Int(Label_Height),
- (if not Palette_Editor_Selected and C = Palette_Editor_Choice
- then (R => 255, A => 255, others => 0)
- else (others => 255)));
-
- for Comp in HSV_Comp loop
- declare
- Label: constant Char_Array := To_C(Comp'Image & ": " & Palette_HSV(C)(Comp)'Image);
- Label_Height: constant Integer := 32;
- Position: constant Vector2 := (
- X => 600.0 + 200.0*C_Float(HSV_Comp'Pos(Comp)),
- Y => 200.0 + C_Float(Palette'Pos(C))*C_Float(Label_Height)
- );
- begin
- Draw_Text(Label, Int(Position.X), Int(Position.Y), Int(Label_Height),
- (if Palette_Editor_Selected and C = Palette_Editor_Choice and Comp = Palette_Editor_Component
- then (R => 255, A => 255, others => 0)
- else (others => 255)));
- end;
- end loop;
- end;
- end loop;
- end if;
- End_Drawing;
- end loop;
- Close_Window;
-end;
-
--- TODO: Loop the music
--- TODO: Sound on Finishing Round
--- TODO: Footstep variation for Mother/Guard bosses (depending on the distance traveled?)
--- TODO: Footsteps for mother should be lower
--- TODO: Eyes_Cringe as triangles
--- The current ones look out of style
--- TODO: Restarting the game does not reset bombs and keys of the Player
--- TODO: Can you escape boss rooms using Gnomes?
--- It's very hard because you need to somehow put them behind yourself
--- TODO: Restarting should be considered a turn
--- It's very useful to update Path Maps and stuff.
--- Or maybe we should just save Path Maps too?
--- TODO: Items in HUD may sometimes blend with the background
--- TODO: If you are standing on the refilled bomb gen and place a bomb you should refill your bomb in that turn.
--- TODO: Checkpoints should be circles (like all the items)
--- TODO: Custom font
--- TODO: Determenistically choose the paths again, but make them more interesting
--- - Gnomes are just being deterministic
--- - Mother and Guard always pick the longest path. Or generally the path that brings the Euclidean Distance closer
--- TODO: Mother should require several attacks before being "split"
--- TODO: Do not stack up damage for Eepers per the tiles of their body.
--- The denote last direction of the step.
--- TODO: Enemies should attack on zero just like a bomb.
--- TODO: Properly disablable DEV features
--- TODO: Fullscreen mode
--- TODO: Don't reset cooldown timer for eepers (might be duplicate)
--- Maybe just pause
--- TODO: Try MSAA (if too slow, don't)
--- TODO: Rename executable to "eepers"
--- TODO: Icon on for Windows build
--- TODO: Window title icon
--- TODO: Show Eeper Cooldown timer outside of the screen somehow
--- TODO: Visual Clue that the Eeper is about to kill the Player when Completely outside of the Screen
--- - Cooldown ball is shaking
--- TODO: Cool animation for New Game
--- TODO: Tutorial sign that says "WASD" to move when you start the game for the first time. And how to place the bomb on picking it up
--- TODO: Keep steping while you are holding a certain direction
--- Cause constantly tapping it feels like ass.
--- TODO: count the player's turns towards the final score of the game
--- We can even collect different stats, like bombs collected, bombs used,
--- times died etc.
--- TODO: Animate key when you pick it up
--- Smoothly move it into the HUD.
--- TODO: Different palettes depending on the area
--- Or maybe different palette for each NG+
--- TODO: Particles
--- - Player Death animation
--- - Eeper Death animation
--- - Cool effects when you pick up items and checkpoints
--- TODO: Camera shaking when big bosses (Guard and Mother) make moves
--- TODO: Menu
--- Could be just a splash with the game name and logo.
--- TODO: WebAssembly build
--- https://blog.adacore.com/use-of-gnat-llvm-to-translate-ada-applications-to-webassembly
--- TODO: Explosions should trigger other primed bombs?
--- TODO: Path finding in a separate thread
--- TODO: Eeper slide attack animation is pretty boring @polish
--- TODO: Bake assets into executable
--- TODO: Background is too boring
--- Maybe some sort of repeating pattern would be better.
--- TODO: Indicate how many bomb slots we have in HUD
--- TODO: Eyes of Father changing as the Player gets closer:
--- - Happy (very important to indicate that he's not hostile)
--- TODO: Transition Player's eyes linearly in Euclidean space instead of angularly.