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-- Send ping echo request deadline
Ping_Deadline : Ada.Real_Time.Time;
Icmp_Handler : Net.Protos.Receive_Handler;
begin
Initialize ("STM32 Ping");
Pinger.Add_Host ((192, 168, 1, 1));
Pinger.Add_Host ((8, 8, 8, 8));
Net.Protos.Dispatchers.Set_Handler (Proto => Net.Protos.IPv4.P_ICMP,
Handler => Pinger.Receive'Access,
Previous => Icmp_Handler);
-- Change font to 8x8.
Demos.Current_Font := BMP_Fonts.Font8x8;
Ping_Deadline := Ada.Real_Time.Clock;
loop
declare
Now : constant Ada.Real_Time.Time := Ada.Real_Time.Clock;
Dhcp_Deadline : Ada.Real_Time.Time;
begin
Net.Protos.Arp.Timeout (Demos.Ifnet);
Demos.Dhcp.Process (Dhcp_Deadline);
if Demos.Dhcp.Get_State = Net.DHCP.STATE_BOUND then
Pinger.Add_Host (Demos.Dhcp.Get_Config.Router);
Pinger.Add_Host (Demos.Dhcp.Get_Config.Dns1);
Pinger.Add_Host (Demos.Dhcp.Get_Config.Dns2);
Pinger.Add_Host (Demos.Dhcp.Get_Config.Ntp);
Pinger.Add_Host (Demos.Dhcp.Get_Config.Www);
end if;
if Ping_Deadline < Now then
Pinger.Do_Ping;
Refresh;
Ping_Deadline := Ping_Deadline + PING_PERIOD;
end if;
if Ping_Deadline < Dhcp_Deadline then
delay until Ping_Deadline;
else
delay until Dhcp_Deadline;
end if;
Function Definition: function Check_Monster_Collision return Boolean;
Function Body: --------------
-- Collides --
--------------
function Collides (Points : Collision_Points) return Boolean is
X : constant Integer := Integer (P.Position.X);
Y : constant Integer := Integer (P.Position.Y);
begin
for Pt of Points loop
if Show_Collision_Points then
declare
Data : aliased HAL.UInt16_Array := (0 => 0);
begin
PyGamer.Screen.Set_Address (UInt16 (X + Pt.X),
UInt16 (X + Pt.X),
UInt16 (Y + Pt.Y),
UInt16 (Y + Pt.Y));
PyGamer.Screen.Start_Pixel_TX;
PyGamer.Screen.Push_Pixels (Data'Address, Data'Length);
PyGamer.Screen.End_Pixel_TX;
Function Definition: function Check_Monster_Collision return Boolean is
Function Body: X : constant Integer := Integer (P.Position.X);
Y : constant Integer := Integer (P.Position.Y);
begin
for Pt of Bounding_Box loop
if Monsters.Check_Hit ((X + Pt.X,
Y + Pt.Y),
Lethal => False)
then
return True;
end if;
end loop;
return False;
end Check_Monster_Collision;
-----------
-- Spawn --
-----------
procedure Spawn is
begin
P.Alive := True;
P.Set_Mass (Value (90.0));
P.Sprite.Flip_Vertical (False);
P.Set_Speed ((0.0, 0.0));
GESTE.Add (P.Sprite'Access, 3);
P.Sprite.Flip_Horizontal (True);
for Prj of Projs loop
Prj.Init;
end loop;
end Spawn;
----------
-- Move --
----------