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eepers.adb
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eepers.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 Eepers 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;
function "="(A, B: IVector2) return Boolean is
begin
return A.X = B.X and then A.Y = B.Y;
end;
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 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), (0.25, 0.75), (1.3, 0.75), (0.0, 1.0) ],
Right_Eye => [ (1.0, 1.0), (0.75, 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;
Damaged: Boolean;
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; Update_Camera: 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 =>
if Update_Camera then
Game.Camera_Position := Screen_Size*0.5 - (To_Vector2((Column, Row))*Cell_Size + To_Vector2((7, 7))*Cell_Size*0.5);
end if;
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);
Game.Player.Bombs := 0;
Game.Player.Keys := 0;
-- 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 for 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;
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; Step_Direction: Direction) is
begin
Game.Player.Prev_Eyes := Game.Player.Eyes;
Game.Player.Prev_Position := Game.Player.Position;
declare
New_Position: constant IVector2 := Game.Player.Position + Direction_Vector(Step_Direction);
begin
Game.Player.Eyes_Target := New_Position + Direction_Vector(Step_Direction);
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;
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;
end if;
for Eeper of Game.Eepers loop
if not Eeper.Dead and then Inside_Of_Rect(Eeper.Position, Eeper.Size, New_Position) then
Eeper.Damaged := True;
end if;
end loop;
New_Position := New_Position + Direction_Vector(Dir);
when Cell_Barricade =>
Flood_Fill(Game, New_Position, Cell_Explosion);
Game.Map(New_Position.Y, New_Position.X) := Cell_Explosion;
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 Eeper of Game.Eepers Loop
Eeper.Damaged := False;
end loop;
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;
for Eeper of Game.Eepers loop
if not Eeper.Dead and then Eeper.Damaged then
case Eeper.Kind is
when Eeper_Father => null;
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;
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_Gnome =>
Eeper.Dead := True;
Game.Items.Insert(Eeper.Position, (Kind => Item_Key));
end case;
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;