Enemy with collision detection, spawns randomly
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@ -16,15 +16,20 @@ use Sf.Window;
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use Sf.System;
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use Sf.System;
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use Sf;
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use Sf;
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with Ada.Text_IO; use Ada.Text_IO;
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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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procedure Ballon_Bounce is
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-- Window structure
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-- Window structure
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Width : sfUint32 := 1_000;
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Width : constant sfUint32 := 1_000;
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Height : sfUint32 := 750;
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Height : constant sfUint32 := 750;
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Width_Float : Float := 1_000.0;
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Width_Float : constant Float := 1_000.0;
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Height_Float : Float := 750.0;
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Height_Float : constant Float := 750.0;
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Main_Window : sfRenderWindow_Ptr :=
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Main_Window : sfRenderWindow_Ptr :=
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RenderWindow.create ((Width, Height, 32), "Balloon Bouncer!");
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RenderWindow.create ((Width, Height, 32), "Balloon Bouncer!");
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Event_Hook : Event.sfEvent;
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Event_Hook : Event.sfEvent;
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@ -35,42 +40,79 @@ procedure Ballon_Bounce is
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Background : sfSprite_Ptr := Sprite.create;
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Background : sfSprite_Ptr := Sprite.create;
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-- Set platform
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-- Set platform
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Platform_Texture : sfTexture_Ptr :=
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Platform_Texture : sfTexture_Ptr :=
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Texture.createFromFile ("img/pipe.png");
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Texture.createFromFile ("img/pipe.png");
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Platform : sfSprite_Ptr := Sprite.create;
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Platform : sfSprite_Ptr := Sprite.create;
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Platform_Width : Float := 250.0;
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Platform_Width : constant Float := 250.0;
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Platform_Height : Float := 50.0;
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Platform_Height : constant Float := 50.0;
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-- Set Ball
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-- Set Ball
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type Vector2 is record
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type Vector2 is record
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X : Float;
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X : Float;
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Y : Float;
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Y : Float;
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end record;
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end record;
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Ball_Texture : sfTexture_Ptr := Texture.createFromFile ("img/ball.png");
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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 : sfSprite_Ptr := Sprite.create;
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Ball_Size : Float := 93.0;
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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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-- Game Coordinates
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-- subtype Platform_X_Position is
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Platform_X : Float := (Width_Float / 2.0) - (Platform_Width / 2.0);
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-- Float range 0.0 .. (Width_Float - Platform_Width);
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Platform_X : Float := 0.0;
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Platform_Y : Float := Height_Float - Platform_Height;
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Platform_Y : Float := Height_Float - Platform_Height;
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Platform_Speed : Float := 8.0;
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Platform_Speed : Float := 8.0;
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Ball_X : Float := Width_Float / 2.0;
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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;
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Ball_Y : Float := (Height_Float / 2.0) - (Ball_Size / 2.0);
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Ball_Direction : Vector2 := (1.0, -1.0);
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Ball_Direction : Vector2 := (0.0, 1.0);
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Ball_Speed : Float := 5.0;
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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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begin
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RenderWindow.setFramerateLimit (Main_Window, 30);
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RenderWindow.setFramerateLimit (Main_Window, 30);
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-- Background initialization
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-- Background and position initialization
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Sprite.setTexture (Background, Background_Texture);
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Sprite.setTexture (Background, Background_Texture);
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Sprite.setPosition (Background, (Float (0), Float (0)));
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Sprite.setPosition (Background, (Float (0), Float (0)));
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-- Platform and Ball texture binding
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-- Interactive element texture binding
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Sprite.setTexture (Platform, Platform_Texture);
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Sprite.setTexture (Platform, Platform_Texture);
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Sprite.setTexture (Ball, Ball_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.isOpen (Main_Window) = sfTrue loop
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while RenderWindow.PollEvent (Main_Window, event => Event_Hook) =
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while RenderWindow.PollEvent (Main_Window, event => Event_Hook) =
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@ -101,6 +143,7 @@ begin
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end loop;
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end loop;
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-- BEGIN: Computing area
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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_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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Ball_Y := Ball_Y + (Ball_Direction.Y * Ball_Speed);
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@ -114,26 +157,70 @@ begin
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-- Ball below platform! Possibly Lost!
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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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if ((Ball_Y + Ball_Size) >= Platform_Y) then
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Put_Line ("INFO: The Ball was catched at Y = " & Ball_Y'Image);
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-- Check if platform was hit, or game is lost
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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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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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((Ball_X + (Ball_Size / 2.0)) <= (Platform_X + Platform_Width))
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then
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then
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Ball_Direction.Y := Ball_Direction.Y * (-1.0);
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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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else
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-- Game is Lost, reset for now
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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_X := Width_Float / 2.0;
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Ball_Y := Height_Float / 2.0;
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Ball_Y := Height_Float / 2.0;
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Ball_Direction := (1.0, 1.0);
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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 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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-- END: Computing area
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-- BEGIN: Update states
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-- BEGIN: Update states
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Sprite.setPosition (Platform, (Platform_X, Platform_Y));
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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 (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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-- END: Update states
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@ -142,6 +229,9 @@ begin
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-- BEGIN: Draw area
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-- BEGIN: Draw area
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RenderWindow.drawSprite (Main_Window, Background);
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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, 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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RenderWindow.drawSprite (Main_Window, Ball);
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-- END: Draw area
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-- END: Draw area
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@ -0,0 +1,38 @@
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package body Random_Functions is
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function Spawn_Enemy return Boolean is
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subtype Die is Natural range 1 .. 6;
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subtype Dice is Natural range 2 * Die'First .. 2 * Die'Last;
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package Random_Die is new Ada.Numerics.Discrete_Random (Die);
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use Random_Die;
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G : Generator;
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D : Dice;
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Random_Number : Natural;
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begin
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Reset (G);
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Random_Number := Random (G);
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if Random_Number = 2 then
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return True;
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else
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return False;
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end if;
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end Spawn_Enemy;
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function Generate_Coordinates (Limit : Float) return Float is
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subtype Coordinate is Integer range 1 .. Integer (Limit);
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subtype Coordinates is
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Integer range 2 * Coordinate'First .. 2 * Coordinate'Last;
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package Random_Coordinate is new Ada.Numerics.Discrete_Random
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(Coordinate);
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use Random_Coordinate;
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G : Generator;
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D : Coordinates;
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Random_Number : Float;
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begin
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Reset (G);
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Random_Number := Float (Random (G));
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if Random_Number < 0.0 then
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Random_Number := Random_Number * (-1.0);
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end if;
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return Random_Number;
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end Generate_Coordinates;
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end Random_Functions;
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@ -0,0 +1,7 @@
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with Ada.Numerics.Discrete_Random;
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with Ada.Numerics.Float_Random;
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package Random_Functions is
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function Spawn_Enemy return Boolean;
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function Generate_Coordinates (Limit : Float) return Float;
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end Random_Functions;
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