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-- Wall jump
Jmp_X := 215_000.0;
if Collides (Right_Wall) then
Jmp_X := -Jmp_X;
end if;
end if;
P.Apply_Force ((Jmp_X, -900_000.0));
Grounded := False;
Jumping := True;
Sound.Play_Jump;
Function Definition: procedure Main_Ada_2048 is
Function Body: WIDTH : constant := 800;
HEIGHT : constant := 600;
SDL_WINDOWPOS_UNDEFINED : constant := 16#1FFF_0000#;
package RC_Window is new My_RC(T => Windows,
T_Access => Windows_Pointer,
Free_T => SDL_DestroyWindow);
package RC_Render is new My_RC(T => Renderers,
T_Access => Renderer_Pointer,
Free_T => SDL_DestroyRenderer);
Window : RC_Window.Object;
Render : RC_Render.Object;
Title : RC_CString.RC_CString;
Font_Path : RC_CString.RC_CString;
discard : Boolean;
begin
Title.make("Ada 2048");
Font_Path.make("/usr/share/fonts/TTF/NotoSansCJK.ttc");
if SDL_Init = true then
discard := TTF_Init;
Open_Font(TTF_OpenFont(Font_Path.To_C, 24));
RC_Window.Set(window, SDL_CreateWindow(Title.To_C,
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
WIDTH, HEIGHT, Shown or Resizable));
RC_Render.Set(render, SDL_CreateRenderer(window.Get,
Interfaces.C.int(-1),
SDL_RENDERER_ACCELERATED or SDL_RENDERER_PRESENTVSYNC));
declare
r : Renderer_Pointer := render.Get;
running : Boolean := true;
event : World_Machine.Events.Events;
begin
World_Machine.View.Clean_Screen(r);
World_Machine.View.Start_Screen(r);
while running loop
event := Press_Event;
running := Mode.Dispatch(r, event);
end loop;
Function Definition: procedure Main_Operations is
Function Body: Time_Interval : constant Time_Span := Measure_Interval; -- Time since last call
FrameRate : constant Natural := Natural (Average_Framerate (Time_Interval));
Time_Interval_Real : constant Real := Real (To_Duration (Time_Interval));
Commands : Commands_Array := Command_Set_Reset;
begin
Framerate_Limiter (Intented_Framerate);
Get_Keys (Commands);
case Camera_Mode is
when Scene =>
Execute_Commands.Act_On_Input (Cam.Scene_Offset, Cam.Rotation, Time_Interval_Real, Commands);
case Camera_Mode is
when Scene =>
Cam.Position := Swarm_Monitor.Centre_Of_Gravity;
when Chase =>
Cam := Initial_Cams (Camera_Mode);
end case;
when Chase =>
Execute_Commands.Act_On_Input (Cam.Object_Offset, Cam.Rotation, Time_Interval_Real, Commands);
case Camera_Mode is
when Scene => Cam := Initial_Cams (Camera_Mode);
when Chase =>
Cam.Position := Element (Swarm_State, 1).Position.all.Read;
declare
-- Element_Roll : constant Angle := Roll (Element (Swarm_State, 1).Rotation);
Element_Pitch : constant Radiants := Pitch (Element (Swarm_State, 1).Rotation.all.Read);
Element_Yaw : constant Radiants := Yaw (Element (Swarm_State, 1).Rotation.all.Read);
begin
Cam.Rotation := To_Rotation (0.0, 0.0, -Element_Yaw);