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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_FIRST_BOSS : constant Color := Get_Color(16#97FF00FF#);
COLOR_RED : constant Color := Get_Color(16#FF0000FF#);
COLOR_PURPLE : constant Color := Get_Color(16#FF00FFFF#);
TURN_DURATION_SECS : constant Float := 0.125;
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
Prev_Position: IVector2;
Position: IVector2;
Keys: Integer := 0;
Bombs: Integer := 0;
Dead: Boolean := False;
end record;
type First_Boss_State is record
Prev_Position: IVector2;
Position: IVector2;
Health: Float;
Attack_Cooldown: Integer;
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;
First_Boss: First_Boss_State;
Turn_Animation: Float := 0.0;
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 'B' =>
Game.First_Boss.Position := (Column, Row);
Game.Map(Row, Column) := Floor;
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
Game.Player.Prev_Position := Game.Player.Position;
Game.Turn_Animation := 1.0;
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;
if Game.Turn_Animation > 0.0 then
declare
Prev_Position: Vector2 := To_Vector2(Game.Player.Prev_Position)*Cell_Size;
Curr_Position: Vector2 := To_Vector2(Game.Player.Position)*Cell_Size;
T: C_Float := C_Float(1.0 - Game.Turn_Animation);
Position: Vector2 := Prev_Position + (Curr_Position - Prev_Position)*T;
begin
Draw_Rectangle_V(Position, Cell_Size, COLOR_PLAYER);
return;
end;
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);
Set_Target_FPS(60);
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;
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);
Draw_Rectangle_V(To_Vector2(Game.First_Boss.Position)*Cell_Size, Cell_Size*3.0, COLOR_FIRST_BOSS);
if Game.First_Boss.Attack_Cooldown <= 0 then
Game.First_Boss.Attack_Cooldown := 0;
end if;
Game_Bombs(Game);
End_Mode2D;
Game_Hud(Game);
Draw_FPS(10, 10);
End_Drawing;
end loop;
Close_Window;
end;
-- TODO: mechanics to skip a turn
-- TODO: placing a bomb is not a turn (should it be tho?)
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