text
stringlengths
0
234
procedure Move (Pt : GESTE.Pix_Point) is
begin
P.Set_Position (GESTE.Maths_Types.Point'(Value (Pt.X), Value (Pt.Y)));
P.Sprite.Move ((Integer (P.Position.X) - 4,
Integer (P.Position.Y) - 4));
end Move;
--------------
-- Position --
--------------
function Position return GESTE.Pix_Point
is ((Integer (P.Position.X), Integer (P.Position.Y)));
--------------
-- Is_Alive --
--------------
function Is_Alive return Boolean
is (P.Alive);
------------
-- Update --
------------
procedure Update is
Old : constant Point := P.Position;
Elapsed : constant Value := Value (1.0 / 60.0);
Collision_To_Fix : Boolean;
begin
-- Check collision with monsters
if Check_Monster_Collision then
P.Sprite.Flip_Vertical (True);
P.Alive := False;
end if;
if Going_Right then
Facing_Left := False;
P.Sprite.Flip_Horizontal (True);
elsif Going_Left then
Facing_Left := True;
P.Sprite.Flip_Horizontal (False);
end if;
-- Lateral movements
if Grounded then
if Going_Right then
P.Apply_Force ((14_000.0, 0.0));
elsif Going_Left then
P.Apply_Force ((-14_000.0, 0.0));
else
-- Friction on the floor
P.Apply_Force (
(Value (Value (-2000.0) * P.Speed.X),
0.0));
end if;
else
if Going_Right then
P.Apply_Force ((7_000.0, 0.0));
elsif Going_Left then
P.Apply_Force ((-7_000.0, 0.0));
end if;
end if;
-- Gavity
if not Grounded then
P.Apply_Gravity (Value (-500.0));
end if;
-- Wall grab
if not Grounded
and then
P.Speed.Y > 0.0 -- Going down
and then
-- Pushing against a wall
((Collides (Right_Wall))
or else
(Collides (Left_Wall)))
then
-- Friction against the wall
P.Apply_Force ((0.0, -4_0000.0));
Grabing_Wall := True;
else
Grabing_Wall := False;
end if;
-- Jump
if Do_Jump then
declare
Jmp_X : Value := 0.0;
begin
if Grabing_Wall then