Removing warnings
Alire installation and checkup / build (ubuntu-20.04) (push) Failing after 42s
Details
Alire installation and checkup / build (ubuntu-20.04) (push) Failing after 42s
Details
This commit is contained in:
parent
24f6cc17e6
commit
720e9ebb19
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@ -1,4 +1,4 @@
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name = "ballon_bounce"
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name = "balloon_bounce"
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description = "A little game like pong"
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version = "0.1.0-dev"
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@ -9,7 +9,7 @@ licenses = "MIT"
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website = ""
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tags = ["game"]
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executables = ["ballon_bounce"]
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executables = ["balloon_bounce"]
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[[depends-on]]
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asfml = "^2.6.1"
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@ -0,0 +1,22 @@
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with "config/balloon_bounce_config.gpr";
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project Balloon_Bounce is
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for Source_Dirs use ("src/", "config/");
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for Object_Dir use "obj/" & Balloon_Bounce_Config.Build_Profile;
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for Create_Missing_Dirs use "True";
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for Exec_Dir use "bin";
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for Main use ("balloon_bounce.adb");
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package Compiler is
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for Default_Switches ("Ada") use Balloon_Bounce_Config.Ada_Compiler_Switches;
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end Compiler;
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package Binder is
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for Switches ("Ada") use ("-Es"); -- Symbolic traceback
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end Binder;
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package Install is
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for Artifacts (".") use ("share");
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end Install;
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end Balloon_Bounce;
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@ -0,0 +1,22 @@
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with "config/balloon_bounce_config.gpr";
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project Balloon_Bounce is
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for Source_Dirs use ("src/", "config/");
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for Object_Dir use "obj/" & Balloon_Bounce_Config.Build_Profile;
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for Create_Missing_Dirs use "True";
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for Exec_Dir use "bin";
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for Main use ("balloon_bounce.adb");
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package Compiler is
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for Default_Switches ("Ada") use Balloon_Bounce_Config.Ada_Compiler_Switches;
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end Compiler;
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package Binder is
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for Switches ("Ada") use ("-Es"); -- Symbolic traceback
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end Binder;
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package Install is
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for Artifacts (".") use ("share");
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end Install;
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end Balloon_Bounce;
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@ -1,243 +0,0 @@
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with Sf;
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with Sf.Graphics.RenderWindow; use Sf.Graphics.RenderWindow;
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with Sf.Graphics.Color; use Sf.Graphics.Color;
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with Sf.Graphics.Texture; use Sf.Graphics.Texture;
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with Sf.Graphics.Sprite; use Sf.Graphics.Sprite;
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with Sf.Window.Event; use Sf.Window.Event;
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with Sf.Window.Keyboard; use Sf.Window.Keyboard;
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with Sf.System.Vector2; use Sf.System.Vector2;
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with Sf.System.Clock; use Sf.System.Clock;
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with Sf.System.Time; use Sf.System.Time;
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use Sf.Graphics;
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use Sf.Window;
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use Sf.System;
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use Sf;
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with Ada.Text_IO; use Ada.Text_IO;
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with Ada.Numerics.Elementary_Functions; use Ada.Numerics.Elementary_Functions;
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with Ada.Numerics.Float_Random; use Ada.Numerics.Float_Random;
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with Ada.Numerics.Discrete_Random;
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with Random_Functions; use Random_Functions;
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procedure Ballon_Bounce is
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-- Window structure
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Width : constant sfUint32 := 1_000;
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Height : constant sfUint32 := 750;
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Width_Float : constant Float := 1_000.0;
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Height_Float : constant Float := 750.0;
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Main_Window : sfRenderWindow_Ptr :=
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RenderWindow.create ((Width, Height, 32), "Balloon Bouncer!");
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Event_Hook : Event.sfEvent;
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-- Setup the background
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Background_Texture : sfTexture_Ptr :=
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Texture.createFromFile ("img/background.jpg");
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Background : sfSprite_Ptr := Sprite.create;
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-- Set platform
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Platform_Texture : sfTexture_Ptr :=
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Texture.createFromFile ("img/pipe.png");
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Platform : sfSprite_Ptr := Sprite.create;
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Platform_Width : constant Float := 250.0;
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Platform_Height : constant Float := 50.0;
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-- Set Ball
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type Vector2 is record
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X : Float;
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Y : Float;
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end record;
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Ball_Texture : sfTexture_Ptr := Texture.createFromFile ("img/ball.png");
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Ball : sfSprite_Ptr := Sprite.create;
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Ball_Size : constant Float := 93.0;
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-- Set easy enemies
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Enemy_1_Texture : sfTexture_Ptr := Texture.createFromFile ("img/UFO.png");
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Enemy_1 : sfSprite_Ptr := Sprite.create;
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Enemy_1_Width : constant Float := 186.0;
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Enemy_1_Height : constant Float := 77.0;
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Enemy_1_Position : Vector2 := (-100.0, -100.0);
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-- Game Coordinates
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Platform_X : Float := (Width_Float / 2.0) - (Platform_Width / 2.0);
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Platform_Y : Float := Height_Float - Platform_Height;
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Platform_Speed : Float := 8.0;
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Ball_X : Float := (Width_Float / 2.0) - (Ball_Size / 2.0);
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Ball_Y : Float := (Height_Float / 2.0) - (Ball_Size / 2.0);
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Ball_Direction : Vector2 := (0.0, 1.0);
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Ball_Speed : Float := 5.0;
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Player_Score : Natural := 0;
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-- Random number generator
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function Rotate_Vector
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(Crossing_Place : Float; Direction : Vector2) return Vector2
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is
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Result : Vector2;
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Angle : constant Float := Crossing_Place / 75.0;
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Length : Float;
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begin
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Result.X := Angle;
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Result.Y := Direction.Y;
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Length := Sqrt ((Result.X * Result.X) + (Result.Y * Result.Y));
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-- Norming the vector to prevent speed changes
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while (Length > 1.2) or (Length < 0.8) loop
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Result.X := Result.X / Length;
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Result.Y := Result.Y / Length;
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Length := Sqrt ((Result.X * Result.X) + (Result.Y * Result.Y));
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end loop;
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-- Prevent glitching down
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if Result.Y >= -1.0 then
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Result.Y := Result.Y - 1.0;
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end if;
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return Result;
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end Rotate_Vector;
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begin
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RenderWindow.setFramerateLimit (Main_Window, 30);
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-- Background and position initialization
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Sprite.setTexture (Background, Background_Texture);
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Sprite.setPosition (Background, (Float (0), Float (0)));
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-- Interactive element texture binding
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Sprite.setTexture (Platform, Platform_Texture);
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Sprite.setTexture (Ball, Ball_Texture);
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Sprite.setTexture (Enemy_1, Enemy_1_Texture);
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while RenderWindow.isOpen (Main_Window) = sfTrue loop
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while RenderWindow.PollEvent (Main_Window, event => Event_Hook) =
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sfTrue
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loop
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case Event_Hook.eventType is
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when Event.sfEvtClosed =>
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RenderWindow.Close (Main_Window);
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when Event.sfEvtKeyPressed =>
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case Event_Hook.key.code is
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when Keyboard.sfKeyEscape =>
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RenderWindow.Close (Main_Window);
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when Keyboard.sfKeyA =>
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if Platform_X >= 0.0 then
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Platform_X := Platform_X - Platform_Speed;
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end if;
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when Keyboard.sfKeyD =>
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if Platform_X <= (Width_Float - Platform_Width)
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then
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Platform_X := Platform_X + Platform_Speed;
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end if;
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when others =>
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null;
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end case;
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when others =>
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null;
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end case;
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end loop;
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-- BEGIN: Computing area
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-- BEGIN: Ball collision detection
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Ball_X := Ball_X + (Ball_Direction.X * Ball_Speed);
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Ball_Y := Ball_Y + (Ball_Direction.Y * Ball_Speed);
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if (Ball_X <= 0.0) or ((Ball_X + Ball_Size) >= Width_Float) then
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Ball_Direction.X := Ball_Direction.X * (-1.0);
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end if;
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if Ball_Y <= 0.0 then
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Ball_Direction.Y := Ball_Direction.Y * (-1.0);
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end if;
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-- Ball below platform! Possibly Lost!
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if ((Ball_Y + Ball_Size) >= Platform_Y) then
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-- Check if platform was hit, or game is lost
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if ((Ball_X + (Ball_Size / 2.0)) >= Platform_X) and
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((Ball_X + (Ball_Size / 2.0)) <= (Platform_X + Platform_Width))
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then
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Ball_Direction.Y := Ball_Direction.Y * (-1.0);
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-- Change direction
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Ball_Direction :=
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Rotate_Vector
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((Ball_X + (Ball_Size / 2.0)) -
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(Platform_X + (Platform_Width / 2.0)),
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Ball_Direction);
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-- The Ball seems to rebounce randomly, so we move it away quicker
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Ball_Y := Ball_Y - (Ball_Speed * 1.5);
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-- Speed up the ball
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Ball_Speed := Ball_Speed + 0.1;
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-- Check if no enemy is present, if so, maybe spawn one
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if Enemy_1_Position.X = -100.0 then
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if Spawn_Enemy then
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Enemy_1_Position.X :=
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Generate_Coordinates (Width_Float - Enemy_1_Width);
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Enemy_1_Position.Y :=
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Generate_Coordinates
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((Height_Float * 0.8) - Enemy_1_Height);
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end if;
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end if;
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else
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-- Game is Lost, reset for now
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Ball_X := Width_Float / 2.0;
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Ball_Y := Height_Float / 2.0;
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Ball_Direction := (0.0, 1.0);
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end if;
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end if;
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-- END: Ball collision detection
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-- BEGIN: Enemy collision detection
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-- Check vertical collision
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if ((Ball_Y + Ball_Size) >= Enemy_1_Position.Y) and
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(Ball_Y <= (Enemy_1_Position.Y + Enemy_1_Height))
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then
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-- Check horizontal collision
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if ((Ball_X + Ball_Size) >= Enemy_1_Position.X) and
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(Ball_X <= (Enemy_1_Position.X + Enemy_1_Width))
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then
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-- Detected collision
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Player_Score := Player_Score + 5;
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Enemy_1_Position.X := -100.0;
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Enemy_1_Position.Y := -100.0;
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Put_Line (Player_Score'Image);
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end if;
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end if;
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-- END: Enemy collision detection
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-- END: Computing area
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-- BEGIN: Update states
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Sprite.setPosition (Platform, (Platform_X, Platform_Y));
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Sprite.setPosition (Ball, (Ball_X, Ball_y));
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Sprite.setPosition (Enemy_1, (Enemy_1_Position.X, Enemy_1_Position.Y));
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-- END: Update states
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RenderWindow.clear (Main_Window, Color.sfWhite);
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-- BEGIN: Draw area
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RenderWindow.drawSprite (Main_Window, Background);
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RenderWindow.drawSprite (Main_Window, Platform);
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RenderWindow.drawSprite (Main_Window, Enemy_1);
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-- Always on Top
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RenderWindow.drawSprite (Main_Window, Ball);
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-- END: Draw area
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RenderWindow.display (Main_Window);
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end loop;
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end Ballon_Bounce;
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with Sf;
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with Sf.Graphics.RenderWindow; use Sf.Graphics.RenderWindow;
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with Sf.Graphics.Color; use Sf.Graphics.Color;
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with Sf.Graphics.Texture; use Sf.Graphics.Texture;
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with Sf.Graphics.Sprite; use Sf.Graphics.Sprite;
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with Sf.Graphics.Text; use Sf.Graphics.Text;
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with Sf.Window.Event; use Sf.Window.Event;
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with Sf.Window.Keyboard; use Sf.Window.Keyboard;
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with Sf.System.Vector2; use Sf.System.Vector2;
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with Sf.System.Clock; use Sf.System.Clock;
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with Sf.System.Time; use Sf.System.Time;
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use Sf.Graphics;
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use Sf.Window;
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use Sf.System;
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use Sf;
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with Ada.Text_IO; use Ada.Text_IO;
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with Ada.Numerics.Elementary_Functions; use Ada.Numerics.Elementary_Functions;
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with Random_Functions; use Random_Functions;
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procedure Balloon_Bounce is
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-- Window structure
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Width : constant sfUint32 := 1_000;
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Height : constant sfUint32 := 750;
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Width_Float : constant Float := 1_000.0;
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Height_Float : constant Float := 750.0;
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Main_Window : sfRenderWindow_Ptr :=
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RenderWindow.create ((Width, Height, 32), "Balloon Bouncer!");
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Event_Hook : Event.sfEvent;
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-- Setup the background
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Background_Texture : sfTexture_Ptr :=
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Texture.createFromFile ("img/background.jpg");
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Background : sfSprite_Ptr := Sprite.create;
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-- Set platform
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Platform_Texture : sfTexture_Ptr := Texture.createFromFile ("img/pipe.png");
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Platform : sfSprite_Ptr := Sprite.create;
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Platform_Width : constant Float := 250.0;
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Platform_Height : constant Float := 50.0;
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-- Set Ball
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type Vector2 is record
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X : Float;
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Y : Float;
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end record;
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Ball_Texture : sfTexture_Ptr := Texture.createFromFile ("img/ball.png");
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Ball : sfSprite_Ptr := Sprite.create;
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Ball_Size : constant Float := 93.0;
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-- Set easy enemies
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Enemy_1_Texture : sfTexture_Ptr := Texture.createFromFile ("img/UFO.png");
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Enemy_1 : sfSprite_Ptr := Sprite.create;
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Enemy_1_Width : constant Float := 186.0;
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Enemy_1_Height : constant Float := 77.0;
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Enemy_1_Position : Vector2 := (-100.0, -100.0);
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-- Game Coordinates
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Platform_X : Float := (Width_Float / 2.0) - (Platform_Width / 2.0);
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Platform_Y : Float := Height_Float - Platform_Height;
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Platform_Speed : Float := 8.0;
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Ball_X : Float := (Width_Float / 2.0) - (Ball_Size / 2.0);
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Ball_Y : Float := (Height_Float / 2.0) - (Ball_Size / 2.0);
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Ball_Direction : Vector2 := (0.0, 1.0);
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Ball_Speed : Float := 5.0;
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-- Score
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Player_Score : Natural := 0;
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Player_Score_Text : sfText_Ptr := Text.create;
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-- Random number generator
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function Rotate_Vector
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(Crossing_Place : Float; Direction : Vector2) return Vector2
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is
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Result : Vector2;
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Angle : constant Float := Crossing_Place / 75.0;
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Length : Float;
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begin
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Result.X := Angle;
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Result.Y := Direction.Y;
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Length := Sqrt ((Result.X * Result.X) + (Result.Y * Result.Y));
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-- Norming the vector to prevent speed changes
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while (Length > 1.2) or (Length < 0.8) loop
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Result.X := Result.X / Length;
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Result.Y := Result.Y / Length;
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Length := Sqrt ((Result.X * Result.X) + (Result.Y * Result.Y));
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end loop;
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-- Prevent glitching down
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if Result.Y >= -1.0 then
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Result.Y := Result.Y - 1.0;
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end if;
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return Result;
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end Rotate_Vector;
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begin
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RenderWindow.setFramerateLimit (Main_Window, 30);
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-- Background and position initialization
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Sprite.setTexture (Background, Background_Texture);
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Sprite.setPosition (Background, (Float (0), Float (0)));
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Text.setPosition (Player_Score_Text, (Float (0), Float (0)));
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-- Interactive element texture binding
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Sprite.setTexture (Platform, Platform_Texture);
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Sprite.setTexture (Ball, Ball_Texture);
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Sprite.setTexture (Enemy_1, Enemy_1_Texture);
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while RenderWindow.isOpen (Main_Window) = sfTrue loop
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while RenderWindow.PollEvent (Main_Window, event => Event_Hook) = sfTrue
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loop
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case Event_Hook.eventType is
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when Event.sfEvtClosed =>
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RenderWindow.Close (Main_Window);
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when Event.sfEvtKeyPressed =>
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case Event_Hook.key.code is
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when Keyboard.sfKeyEscape =>
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RenderWindow.Close (Main_Window);
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when Keyboard.sfKeyA =>
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if Platform_X >= 0.0 then
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Platform_X := Platform_X - Platform_Speed;
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end if;
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when Keyboard.sfKeyD =>
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if Platform_X <= (Width_Float - Platform_Width) then
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Platform_X := Platform_X + Platform_Speed;
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end if;
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when others =>
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null;
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end case;
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when others =>
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null;
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end case;
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end loop;
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-- BEGIN: Computing area
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-- BEGIN: Ball collision detection
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Ball_X := Ball_X + (Ball_Direction.X * Ball_Speed);
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Ball_Y := Ball_Y + (Ball_Direction.Y * Ball_Speed);
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if (Ball_X <= 0.0) or ((Ball_X + Ball_Size) >= Width_Float) then
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Ball_Direction.X := Ball_Direction.X * (-1.0);
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end if;
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if Ball_Y <= 0.0 then
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Ball_Direction.Y := Ball_Direction.Y * (-1.0);
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end if;
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-- Ball below platform! Possibly Lost!
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||||
if ((Ball_Y + Ball_Size) >= Platform_Y) then
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|
||||
-- Check if platform was hit, or game is lost
|
||||
if ((Ball_X + (Ball_Size / 2.0)) >= Platform_X) and
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((Ball_X + (Ball_Size / 2.0)) <= (Platform_X + Platform_Width))
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then
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Ball_Direction.Y := Ball_Direction.Y * (-1.0);
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||||
|
||||
-- Change direction
|
||||
Ball_Direction :=
|
||||
Rotate_Vector
|
||||
((Ball_X + (Ball_Size / 2.0)) -
|
||||
(Platform_X + (Platform_Width / 2.0)),
|
||||
Ball_Direction);
|
||||
|
||||
-- The Ball seems to rebounce randomly, so we move it away quicker
|
||||
Ball_Y := Ball_Y - (Ball_Speed * 1.5);
|
||||
|
||||
-- Speed up the ball
|
||||
Ball_Speed := Ball_Speed + 0.1;
|
||||
Player_Score := Player_Score + 1;
|
||||
|
||||
-- Check if no enemy is present, if so, maybe spawn one
|
||||
if Enemy_1_Position.X = -100.0 then
|
||||
if Spawn_Enemy then
|
||||
Enemy_1_Position.X :=
|
||||
Generate_Coordinates (Width_Float - Enemy_1_Width);
|
||||
Enemy_1_Position.Y :=
|
||||
Generate_Coordinates
|
||||
((Height_Float * 0.8) - Enemy_1_Height);
|
||||
end if;
|
||||
end if;
|
||||
else
|
||||
-- Game is Lost, reset for now
|
||||
Ball_Speed := 5.0;
|
||||
Player_Score := 0;
|
||||
Ball_X := Width_Float / 2.0;
|
||||
Ball_Y := Height_Float / 2.0;
|
||||
Ball_Direction := (0.0, 1.0);
|
||||
end if;
|
||||
end if;
|
||||
-- END: Ball collision detection
|
||||
|
||||
-- BEGIN: Enemy collision detection
|
||||
|
||||
-- Check vertical collision
|
||||
if ((Ball_Y + Ball_Size) >= Enemy_1_Position.Y) and
|
||||
(Ball_Y <= (Enemy_1_Position.Y + Enemy_1_Height))
|
||||
then
|
||||
-- Check horizontal collision
|
||||
if ((Ball_X + Ball_Size) >= Enemy_1_Position.X) and
|
||||
(Ball_X <= (Enemy_1_Position.X + Enemy_1_Width))
|
||||
then
|
||||
-- Detected collision
|
||||
Player_Score := Player_Score + 5;
|
||||
Enemy_1_Position.X := -100.0;
|
||||
Enemy_1_Position.Y := -100.0;
|
||||
Put_Line (Player_Score'Image);
|
||||
end if;
|
||||
end if;
|
||||
-- END: Enemy collision detection
|
||||
|
||||
-- END: Computing area
|
||||
|
||||
-- BEGIN: Update states
|
||||
Sprite.setPosition (Platform, (Platform_X, Platform_Y));
|
||||
Sprite.setPosition (Ball, (Ball_X, Ball_y));
|
||||
Sprite.setPosition (Enemy_1, (Enemy_1_Position.X, Enemy_1_Position.Y));
|
||||
Text.setString (Player_score_Text, "SCORE: " & Player_Score'Image);
|
||||
|
||||
-- END: Update states
|
||||
|
||||
RenderWindow.clear (Main_Window, Color.sfWhite);
|
||||
|
||||
-- BEGIN: Draw area
|
||||
RenderWindow.drawSprite (Main_Window, Background);
|
||||
RenderWindow.drawSprite (Main_Window, Platform);
|
||||
RenderWindow.drawSprite (Main_Window, Enemy_1);
|
||||
|
||||
-- Always on Top
|
||||
RenderWindow.drawSprite (Main_Window, Ball);
|
||||
RenderWindow.drawText (Main_Window, Player_score_Text);
|
||||
|
||||
-- END: Draw area
|
||||
|
||||
RenderWindow.display (Main_Window);
|
||||
|
||||
end loop;
|
||||
|
||||
end Balloon_Bounce;
|
|
@ -1,38 +1,38 @@
|
|||
package body Random_Functions is
|
||||
function Spawn_Enemy return Boolean is
|
||||
subtype Die is Natural range 1 .. 6;
|
||||
subtype Dice is Natural range 2 * Die'First .. 2 * Die'Last;
|
||||
package Random_Die is new Ada.Numerics.Discrete_Random (Die);
|
||||
use Random_Die;
|
||||
G : Generator;
|
||||
D : Dice;
|
||||
Random_Number : Natural;
|
||||
begin
|
||||
Reset (G);
|
||||
Random_Number := Random (G);
|
||||
if Random_Number = 2 then
|
||||
return True;
|
||||
else
|
||||
return False;
|
||||
end if;
|
||||
end Spawn_Enemy;
|
||||
with Ada.Numerics.Discrete_Random;
|
||||
|
||||
function Generate_Coordinates (Limit : Float) return Float is
|
||||
subtype Coordinate is Integer range 1 .. Integer (Limit);
|
||||
subtype Coordinates is
|
||||
Integer range 2 * Coordinate'First .. 2 * Coordinate'Last;
|
||||
package Random_Coordinate is new Ada.Numerics.Discrete_Random
|
||||
(Coordinate);
|
||||
use Random_Coordinate;
|
||||
G : Generator;
|
||||
D : Coordinates;
|
||||
Random_Number : Float;
|
||||
begin
|
||||
Reset (G);
|
||||
Random_Number := Float (Random (G));
|
||||
if Random_Number < 0.0 then
|
||||
Random_Number := Random_Number * (-1.0);
|
||||
end if;
|
||||
return Random_Number;
|
||||
end Generate_Coordinates;
|
||||
package body Random_Functions is
|
||||
function Spawn_Enemy return Boolean is
|
||||
subtype Die is Natural range 1 .. 3;
|
||||
subtype Dice is Natural range 2 * Die'First .. 2 * Die'Last;
|
||||
package Random_Die is new Ada.Numerics.Discrete_Random (Die);
|
||||
use Random_Die;
|
||||
G : Generator;
|
||||
Random_Number : Natural;
|
||||
begin
|
||||
Reset (G);
|
||||
Random_Number := Random (G);
|
||||
if Random_Number = 2 then
|
||||
return True;
|
||||
else
|
||||
return False;
|
||||
end if;
|
||||
end Spawn_Enemy;
|
||||
|
||||
function Generate_Coordinates (Limit : Float) return Float is
|
||||
subtype Coordinate is Integer range 1 .. Integer (Limit);
|
||||
subtype Coordinates is
|
||||
Integer range 2 * Coordinate'First .. 2 * Coordinate'Last;
|
||||
package Random_Coordinate is new Ada.Numerics.Discrete_Random
|
||||
(Coordinate);
|
||||
use Random_Coordinate;
|
||||
G : Generator;
|
||||
Random_Number : Float;
|
||||
begin
|
||||
Reset (G);
|
||||
Random_Number := Float (Random (G));
|
||||
if Random_Number < 0.0 then
|
||||
Random_Number := Random_Number * (-1.0);
|
||||
end if;
|
||||
return Random_Number;
|
||||
end Generate_Coordinates;
|
||||
end Random_Functions;
|
||||
|
|
|
@ -1,7 +1,4 @@
|
|||
with Ada.Numerics.Discrete_Random;
|
||||
with Ada.Numerics.Float_Random;
|
||||
|
||||
package Random_Functions is
|
||||
function Spawn_Enemy return Boolean;
|
||||
function Generate_Coordinates (Limit : Float) return Float;
|
||||
function Spawn_Enemy return Boolean;
|
||||
function Generate_Coordinates (Limit : Float) return Float;
|
||||
end Random_Functions;
|
||||
|
|
Loading…
Reference in New Issue