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-rw-r--r--game.adb13
1 files changed, 5 insertions, 8 deletions
diff --git a/game.adb b/game.adb
index 88b7f65..889a964 100644
--- a/game.adb
+++ b/game.adb
@@ -22,8 +22,7 @@ procedure Game is
COLOR_WALL,
COLOR_BARRICADE,
COLOR_PLAYER,
- COLOR_DOOR,
- COLOR_KEY,
+ COLOR_DOOR_KEY,
COLOR_BOMB,
COLOR_LABEL,
COLOR_SHREK,
@@ -38,8 +37,7 @@ procedure Game is
COLOR_WALL => To_Unbounded_String("Wall"),
COLOR_Barricade => To_Unbounded_String("Barricade"),
COLOR_PLAYER => To_Unbounded_String("Player"),
- COLOR_DOOR => To_Unbounded_String("Door"),
- COLOR_KEY => To_Unbounded_String("Key"),
+ COLOR_DOOR_KEY => To_Unbounded_String("DoorKey"),
COLOR_BOMB => To_Unbounded_String("Bomb"),
COLOR_LABEL => To_Unbounded_String("Label"),
COLOR_SHREK => To_Unbounded_String("Shrek"),
@@ -152,7 +150,7 @@ procedure Game is
when Floor => return Palette_RGB(COLOR_FLOOR);
when Wall => return Palette_RGB(COLOR_WALL);
when Barricade => return Palette_RGB(COLOR_BARRICADE);
- when Door => return Palette_RGB(COLOR_DOOR);
+ when Door => return Palette_RGB(COLOR_DOOR_KEY);
when Explosion => return Palette_RGB(COLOR_EXPLOSION);
end case;
end;
@@ -566,7 +564,7 @@ procedure Game is
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_KEY));
+ Draw_Circle_V(To_Vector2(Position)*Cell_Size + Cell_Size*0.5, Cell_Size.X*0.25, Palette_RGB(COLOR_DOOR_KEY));
end;
procedure Draw_Number(Start, Size: Vector2; N: Integer; C: Color) is
@@ -909,7 +907,7 @@ procedure Game is
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_KEY));
+ Draw_Circle_V(Position, Cell_Size.X*0.25, Palette_RGB(COLOR_DOOR_KEY));
end;
end loop;
@@ -1119,7 +1117,6 @@ begin
end;
-- TODO: Side-room after first boss with Gnomes that drop keys to unlock bombs for the Second Boss @content
--- TODO: Use the same color for Doors and Keys
-- TODO: Smarter Path Finding
-- - Recompute Path Map on each boss move. Not the Player turn. Because each Boss position change may affect the Path Map
-- - Move Bosses starting from the closest to the Player. You can find the distance in the current Path Map.