with Text_IO; use Text_IO; with Interfaces.C; use Interfaces.C; with Interfaces.C.Strings; use Interfaces.C.Strings; 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; procedure Game is COLOR_BACKGROUND : constant Color := Get_Color(16#0b1424ff#); COLOR_FLOOR : constant Color := Get_Color(16#2f2f2fFF#); COLOR_WALL : constant Color := Get_Color(16#000000FF#); COLOR_PLAYER : constant Color := Get_Color(16#3e89ffff#); COLOR_DOOR : constant Color := Get_Color(16#ff9700ff#); COLOR_KEY : constant Color := Get_Color(16#ff9700ff#); COLOR_LABEL : constant Color := Get_Color(16#FFFFFFFF#); COLOR_RED : constant Color := Get_Color(16#FF0000FF#); COLOR_PURPLE : constant Color := Get_Color(16#FF00FFFF#); type Cell is (None, Floor, Wall, Barricade, Door, Explosion); Width : constant Integer := 20; Height : constant Integer := 10; Cell_Size : constant Vector2 := (x => 50.0, y => 50.0); Cell_Colors : constant array (Cell) of Color := ( None => COLOR_BACKGROUND, Floor => COLOR_FLOOR, Wall => COLOR_WALL, Barricade => COLOR_RED, Door => COLOR_DOOR, Explosion => COLOR_PURPLE ); 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); type IVector2 is record X, Y: Integer; end record; function "="(A, B: IVector2) return Boolean is begin return A.X = B.X and then A.Y = B.Y; 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 (Key, Bomb); package Hashed_Map_Items is new Ada.Containers.Hashed_Maps( Key_Type => IVector2, Element_Type => Item_Kind, 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 Player_State is record Position: IVector2; Keys: Integer := 0; Bombs: Integer := 0; Dead: Boolean := False; 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 Game_State is record Map: Map_Access := Null; Player: Player_State; Items: Hashed_Map_Items.Map; Bombs: Bomb_State_Array; Camera_Position: Vector2 := (x => 0.0, y => 0.0); Camera_Velocity: Vector2 := (x => 0.0, y => 0.0); end record; procedure Load_Game_From_File(File_Name: in String; Game: in out Game_State; Update_Player: Boolean) is package Rows is new Ada.Containers.Vectors( Index_Type => Natural, Element_Type => Unbounded_String); F: File_Type; Map_Rows: Rows.Vector; Width: Integer := 0; Height: Integer := 0; begin Open(F, In_File, File_Name); while not End_Of_File(F) loop declare Line: String := Get_Line(F); begin if Line'Length > Width then Width := Line'Length; end if; Map_Rows.Append(To_Unbounded_String(Line)); Height := Height + 1; end; end loop; Close(F); if Game.Map /= Null then Delete_Map(Game.Map); end if; Game.Items.Clear; for Bomb of Game.Bombs loop Bomb.Countdown := 0; end loop; Game.Map := new Map(1..Height, 1..Width); for Row in Game.Map'Range(1) loop declare Map_Row: Unbounded_String := Map_Rows(Row - 1); begin Put_Line(To_String(Map_Rows(Row - 1))); for Column in Game.Map'Range(2) loop if Column in 1..Length(Map_Row) then case Element(Map_Row, Column) is when '.' => Game.Map(Row, Column) := Floor; when '#' => Game.Map(Row, Column) := Wall; when '=' => Game.Map(Row, Column) := Door; when '*' => Game.Map(Row, Column) := Floor; Game.Items.Insert((Column, Row), Bomb); when '&' => Game.Map(Row, Column) := Barricade; when '%' => Game.Map(Row, Column) := Floor; Game.Items.Insert((Column, Row), Key); when '@' => Game.Map(Row, Column) := Floor; if Update_Player then Game.Player.Position.X := Column; Game.Player.Position.Y := Row; end if; when others => Game.Map(Row, Column) := None; end case; else Game.Map(Row, Column) := None; end if; end loop; end; end loop; end; procedure Draw_Bomb(Position: IVector2) is begin Draw_Circle_V(To_Vector2(Position)*Cell_Size + Cell_Size*0.5, Cell_Size.X*0.5, COLOR_RED); 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, COLOR_KEY); 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: 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) is when Key => Draw_Key(Key(C)); when Bomb => Draw_Bomb(Key(C)); end case; end loop; end; type Direction is (Left, Right, Up, Down); procedure Step(D: in Direction; Position: in out IVector2) is begin case D is when Left => Position.X := Position.X - 1; when Right => Position.X := Position.X + 1; when Up => Position.Y := Position.Y - 1; when Down => Position.Y := Position.Y + 1; end case; end; function Opposite(D: Direction) return Direction is begin case D is when Left => return Right; when Right => return Left; when Up => return Down; when Down => return Up; end case; end; procedure Player_Step(Game: in out Game_State; Dir: Direction) is begin Step(Dir, Game.Player.Position); case Game.Map(Game.Player.Position.Y, Game.Player.Position.X) is when Floor => declare use Hashed_Map_Items; C: Cursor := Game.Items.Find(Game.Player.Position); begin if Has_Element(C) then case Element(C) is when Key => Game.Player.Keys := Game.Player.Keys + 1; when Bomb => Game.Player.Bombs := Game.Player.Bombs + 1; end case; Game.Items.Delete(C); end if; end; when Door => if Game.Player.Keys > 0 then Game.Player.Keys := Game.Player.Keys - 1; Game.Map(Game.Player.Position.Y, Game.Player.Position.X) := Floor; else Step(Opposite(Dir), Game.Player.Position); end if; when others => Step(Opposite(Dir), Game.Player.Position); end case; end; procedure Explode(Game: in out Game_State; Position: in IVector2) is procedure Explode_Line(Dir: Direction) is New_Position: IVector2 := Position; begin Line: loop if New_Position = Game.Player.Position then Game.Player.Dead := True; end if; case Game.Map(New_Position.Y, New_Position.X) is when Floor | Explosion => Game.Map(New_Position.Y, New_Position.X) := Explosion; Step(Dir, New_Position); when Barricade => Game.Map(New_Position.Y, New_Position.X) := Explosion; return; when others => return; end case; end loop Line; end; begin for Dir in Direction loop Explode_Line(Dir); end loop; end; Keys: array (Direction) of int := ( Left => KEY_A, Right => KEY_D, Up => KEY_W, Down => KEY_S ); function Screen_Size return Vector2 is begin return To_Vector2((Integer(Get_Screen_Width), Integer(Get_Screen_Height))); end; procedure Game_Update_Camera(Game: in out Game_State) is Camera_Target: Vector2 := Screen_Size*0.5 - To_Vector2(Game.Player.Position)*Cell_Size - Cell_Size*0.5; begin Game.Camera_Position := Game.Camera_Position + Game.Camera_Velocity*Get_Frame_Time; Game.Camera_Velocity := (Camera_Target - Game.Camera_Position)*2.0; 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; procedure Game_Player(Game: in out Game_State) is begin if Game.Player.Dead then if Is_Key_Pressed(KEY_SPACE) then -- TODO: better way to reset the state of the game -- Introduce the system of checkpoints Load_Game_From_File("map.txt", Game, Update_Player => True); Game.Player.Dead := False; end if; return; end if; Draw_Rectangle_V(To_Vector2(Game.Player.Position)*Cell_Size, Cell_Size, COLOR_PLAYER); if Boolean(Is_Key_Down(KEY_SPACE)) and then Game.Player.Bombs > 0 then for Dir in Direction loop declare Position: IVector2 := Game.Player.Position; begin Step(Dir, Position); if Game.Map(Position.Y, Position.X) = Floor then Draw_Bomb(Position); if Is_Key_Pressed(Keys(Dir)) then for Bomb of Game.Bombs loop if Bomb.Countdown <= 0 then Bomb.Countdown := 3; Bomb.Position := Position; exit; end if; end loop; Game.Player.Bombs := Game.Player.Bombs - 1; end if; end if; end; end loop; else for Dir in Direction loop if Is_Key_Pressed(Keys(Dir)) then for Y in Game.Map'Range(1) loop for X in Game.Map'Range(2) loop if Game.Map(Y, X) = Explosion then Game.Map(Y, X) := Floor; end if; end loop; end loop; Player_Step(Game, Dir); for Bomb of Game.Bombs loop if Bomb.Countdown > 0 then Bomb.Countdown := Bomb.Countdown - 1; if Bomb.Countdown <= 0 then Explode(Game, Bomb.Position); end if; end if; end loop; 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); declare Label: Char_Array := To_C(Trim(Integer'Image(Bomb.Countdown), Ada.Strings.Left)); Label_Height: Integer := 32; Label_Width: Integer := Integer(Measure_Text(Label, Int(Label_Height))); Text_Size: Vector2 := To_Vector2((Label_Width, Label_Height)); Position: Vector2 := To_Vector2(Bomb.Position)*Cell_Size + Cell_Size*0.5 - Text_Size*0.5; begin Draw_Text(Label, Int(Position.X), Int(Position.Y), Int(Label_Height), COLOR_LABEL); end; end if; end loop; end; procedure Game_Hud(Game: in Game_State) is begin for Index in 1..Game.Player.Keys loop declare Position: Vector2 := (100.0 + C_float(Index - 1)*Cell_Size.X, 100.0); begin Draw_Circle_V(Position, Cell_Size.X*0.25, COLOR_KEY); end; end loop; if Game.Player.Dead then declare Label: Char_Array := To_C("Ded"); Label_Height: Integer := 48; Label_Width: Integer := Integer(Measure_Text(Label, Int(Label_Height))); Text_Size: Vector2 := To_Vector2((Label_Width, Label_Height)); Position: Vector2 := Screen_Size*0.5 - Text_Size*0.5; begin Draw_Text(Label, Int(Position.X), Int(Position.Y), Int(Label_Height), COLOR_LABEL); end; end if; end; Game: Game_State; Title: Char_Array := To_C("Hello, NSA"); begin Load_Game_From_File("map.txt", Game, True); Put_Line("Keys: " & Integer'Image(Game.Player.Keys)); Set_Config_Flags(FLAG_WINDOW_RESIZABLE); Init_Window(800, 600, Title); while Window_Should_Close = 0 loop Begin_Drawing; Clear_Background(COLOR_BACKGROUND); if Is_Key_Pressed(KEY_R) then Load_Game_From_File("map.txt", Game, False); end if; Game_Update_Camera(Game); Begin_Mode2D(Game_Camera(Game)); Game_Cells(Game); Game_Items(Game); Game_Player(Game); Game_Bombs(Game); End_Mode2D; Game_Hud(Game); End_Drawing; end loop; Close_Window; end;