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AdaVenture

Whats new:

ver 1.5.3 -- 31oct19

  • New feature allows v-key to save current game, for a restart later.

ver 1.5.2 -- 02jul19

  • Minor corrections to mazes 5,7;
  • Randomized black key location in chapters 3, 4;
  • Updated SDL2 to version 2.0.9
  • Updated Ada binding to SDL2
  • Added two new levels with greater difficulty due to heavy dark fog and other variations;

More change-history at end of file

AdaVenture Game Description

AdaVenture is a kid-friendly retro point & click game, intended to be a minimal extension to 3D of the original 2D Atari game named "Adventure". Now runs on Windows, OSX, and GNU/Linux.

Set in ancient Persia, it begins outside the castle of the young King Xerxes, who inherited a magical golden chalice from his father, Darius the Great. Coveted by Greek foes King Leonidas of Sparta and King Minos of Crete, the chalice has been stolen.

Your quest is to seek and return the royal chalice to its pedestal within the castle of Xerxes...a stealth mission to preclude open hostilities. But, there will be obstacles to overcome. You must find the keys to various realms, defend yourself against dragons and the Minotaur, avoid snakes and pesky bats who steal things only to drop them in random locations, and survive the maze of the green mamba.

AdaVenture Game Features

  • When looking closely at a pickable object, a hand will appear indicating that a click will pick up the object. When holding an object, another click will drop it at the current location. Only one object at a time may be carried.

  • Works on PCs or laptops running Windows, OSX or GNU/Linux. And if GNAT is installed you can build it yourself! But first try the delivered binaries.

  • Windows, GNU/Linux and OSX binaries provided, as well as full source.

  • Note that both 32 and 64 bit builds for Windows are delivered.

  • Laptop friendly controls; supports Mac Retina displays in high DPI mode.

  • The game has four levels. One fairly easy campaign in Sparta, with a more difficult variant due to thick dark fog. These are the top two. Similarly, there is a tricky campaign in Crete, and an even more difficult dark variant. These are the bottom two, showing Minotaurs. You select the desired campaign at the beginning of the game. You can save the current game by using the v-key. This allows resumption later. You must replay from the beginning if you die before saving. Saving the game state is a relatively new feature, so bugs are possible.

  • To change the appearance of the avatar, simply download your favorite MineCraft Skin, rename it to "skin.png" and put it into the ./data/ directory. You should probably backup the current skin before you do this, in case of trouble. See http://www.minecraftskins.net/. See also ./data/avatars/ for a small selection.

  • For developers, serves as a great example of modern OpenGL programming in Ada or C++ using GLSL 330, shaders, uniforms and Freetype fonts.

  • The Ada bindings to OpenGL & SDL2 in this app are usable as a standalone library for most any modern Ada graphics project.

mouse/touchpad/keyboard controls

[You might need to disconnect unused gamecontrollers to prevent spinning!]

Look direction is controlled by touch pad or mouse;

The mouse wheel controls camera zoom. On MacBooks, a 2-finger swipe simulates the mouse wheel; Zoom can also be controlled with keys n, f, z [Nearer,Further,default]; Note that Zoom changes now show immediately, even when stopped, but Lazy Camera change does not show immediately.

Movement is controlled by the WASD keys or the arrow keys:

    (Up)
(Lt)    (Dn)    (Rt)

  • (v)-key => save game state for later
  • (esc)-key => exit;
  • (space)-key => pick or drop
  • mouse-click => pick or drop
  • (m)-key => toggle Mouse-view (1st-person) or avatar(3rd-person)
  • (l)-key => toggle camera type: 1)Lazy, 2)Tight

In case of unexpected control problems with the game, or if you want to easily inspect some curious feature (like Jupiter in the night sky), temporarily switch to 1st-person mode with the (m)-key.

joystick

  • joystick: attitude
  • thumb btn: forward
  • trigger btn: backward
  • other btns: pick or drop items

gamecontroller

  • Lpaddle/hat: movement
  • Rpaddle : attitude
  • Shoulder btns: pick or drop items

controller settings

If the need arises, copy the file "default_settings.txt" to "settings.txt". Then you can manually edit the integers that define the controller-button-assignments or the floats that define the sensitivities.

------------------------------------------------------------

required for running:

  • graphics card with ample memory & driver that supports OpenGL version 3.3 or later;
  • Windows, GNU/Linux or OSX;
  • optional game controller or joystick.

Setup & Running Adaventure:

The application's root directory [./avent/] contains files for deployment on 3 platforms: 1)windows (32+64bit), 2)OS-X, 3)linux, in addition to source code. If you are NOT running windows, you do not need .dll files. If you are NOT running OS-X, you do NOT need the subdirectory named ./adaventure.app/.

Mac users see "osx-setup.txt". Windows users see "windows-setup.txt".

Unzip the archive. On Windows, 7z [www.7-zip.org] works well for this.

Open a commandline terminal, and cd to the install directory.

Linux users should type "adaventure_gnu" to start the game. You may also double click its icon in file manager.

Similarly Mac users type "adaventure_osx", or navigate to the installation directory in Finder and click the "adaventure.app" icon named "AdaVenture".

Windows users type either a) binw32\adaventure32.exe or b) binw64\adaventure64.exe

The install_directory should contain a subdirectory named "data". It contains shaders, skyboxes, sound and texture data.


Open source Ada developers are welcome to help improve or extend this game.

Please send improvements, comments, suggestions or questions to:

fastrgv@gmail.com

Included Open Source libraries that allow rebuilding:

  • SFML, SDL2, FLAC, ogg, vorbis, openal, freetype
  • glext.lib for Windows
  • the included "bindings" directory contains Ada interfaces:
    • AdaPngLib
    • gl
    • sdlada
    • FreeTypeAda
    • Kazakov strings, tables
    • SFML

Rebuild Requirements:

  • systems: Windows, OSX or GNU/Linux
  • a recent gnat Ada compiler; eg. AdaCore
  • Xcode g++ compiler, if using OSX

Note that the module that defines the Ada interface to SFML-AUDIO, snd4ada_hpp.ads, was created with the command: "g++ -c -fdump-ada-spec -C snd4ada.hpp" which references a minimalistic C++ utility snd4ada. Thus, if you redefine the interface snd4ada.hpp, you will need to recreate the interface spec snd4ada_hpp.ads by this method.

Build instructions for AdaVenture:

Four [pre-compiled] binary executables are delivered, two for Windows, one for gnu/linux and one for OSX. I believe the Windows executables are fairly portable. They were built on Windows 10. The Mac binary, adaventure_osx, should run on most any standard Mac with a recent version of OSX. The linux binary, adaventure_gnu, is intended to run in the presence of the directory "./libs/gnu", which contains some dynamically loaded libraries that can be, but need not be present on a target system: SDL2, SFML, FLAC, ogg, vorbis, openal, crypto, freetype.

The distributed linux executable requires glibc v2.14 or newer. That means if your distribution is older than june 2011, it probably will not run, and you will need to recompile.

Build scripts for GNAT2015 or newer are provided; and due to a recent script change, a Windows or linux build machine need not have a C++ compiler installed. Only GNAT-GPL from AdaLibre is required (GNAT has its own g++).


msWin32 => wcmp32a.bat, wcmp32b.bat

msWin64 => wcmp64a.bat, wcmp64b.bat

Note that the above windows build scripts might need to be editted to reference your actual installation directory for 32bit AdaCore 2017 or 64bit AdaCore 2018 compilers.


MacOSX => ocmpss.sh:

build script for generating a portable executable that will run on most OSX platforms whether or not they have non-standard libraries SDL2 or SFML installed. This is used to build the executable named adaventure_osx. Macs with a recent but standard configuration of OSX should be able to rebuild using these scripts, assuming you have GNAT GPL installed, as well as g++ from Xcode.


GNU/Linux => lcmpd.sh:

uses mostly dynamic linking, especially for the non-standard libraries SDL2 & SFML, as well as other more common shared libraries that are delivered in this bundle under ./libs/gnu/. These are used to build the [gnu/linux] executable, which should run in the presence of ./libs/gnu/, whether or not your system has those shared libraries installed.

If the delivered linux binary does not run...

On a linux build machine, you might have repairable link errors, depending on its configuration. If you are missing "libz", you can simply copy "libz.so" from /usr/gnat/lib/gps/ into /usr/local/lib/. If "libGL" cannot be found, this literally means "libGL.so" was absent. But you might have "libGL.so.1" present. In this case, simply create a softlink by changing to the libGL directory, then type the line:

sudo ln -s libGL.so.1 libGL.so (and enter the admin password)

whence the linker should now be able to find what it wants. But if there is more than one file libGL.so present on your system, make sure you use the best one; i.e. the one that uses your accelerated-graphic-driver.


GPR note: There is an alternative build system included for those who prefer, and know how to use GPR: under ./buildScriptsGpr/ . There are 3 high level shell scripts to drive each: gnugpr.sh, osxgpr.sh, wingpr.bat. (They must all be moved up 1 directory to work.)


For Developers Only: Portable Avatar Using Shaders

  • This approach encapsulates the details of avatar shape, color, and movement within GLSL shaders and a related code object that defines vertices and texture maps. The object may be an Ada package or C++ class.

  • Programmatic inputs include uniforms for time, position, attitude, & type of motion. The shaders then offload the realtime computational burdens onto the graphics processor.

  • Data that defines shape and color, as well as the uniforms and functions that define behavior, reside completely within the object and shaders. This data can ultimately be as detailed and refined as your imagination permits. And any refinements made are not obfuscated in some esoteric or proprietary format with a limited audience, but remain fully portable and easily enhanced by most any developer using Free Open Source tools and compilers.

  • One approach would be to completely define the avatar within the shaders alone, possibly without using any texture files. Just look at the creatures in (glslsandbox.com). This would require advanced GLSL skills.

  • But a huge selection of available MineCraft skins lead to the present avatar object design.

  • In this example, the texture object is a cube with radius one that is defined as 6 disjoint cubelets. The 2 upper quarters map to the head and torso. The lower half is divided into 4 cubelets that are mapped to arms and legs. The Minecraft images used for the texture also have 6 parts that map to the limbs, head and torso.

  • The result is an utterly portable avatar defined by an image and 4 text files:

    • texture object body, avatarobj.adb
    • texture object spec, avatarobj.ads
    • vertex shader, avatarobj.vs
    • fragment shader, avatarobj.fs
    • any MineCraft Skin png file
  • Interfacing game code with such an avatar is simple. Essentially you need only pass the current uniform values prior to drawing.

  • Of course one still needs a decent camera positioning and pointing policy within the game code in order to fully appreciate and exhibit the avatar.

What is special about this project?

For developers, this project can serve as a testbed for learning modern OpenGL and GLSL.

It uses the Ada programming language and modern OpenGL methods, with textures, shaders and uniforms. Compiles and runs on Windows, GNU/Linux and Mac OSX systems.

Focusing on portability, transparency, and open source freedom, this project relies exclusively on F.O.S.S. tools: a thin SDL2 binding, a thin OpenGL binding, a PNG reader by Stephen Sanguine and Dimitry Anisimkov, SFML-Audio with a homebrew binding, a FreeTypeAda binding by Felix Krause, plus string & table utilities by Dmitry Kazakov.

The Ada bindings are thin, so the relationship to C++ methodology is transparent. Developers should note that these Ada bindings can be used for your own OpenGL Ada project.

For the C++ programmer the code should be easy to comprehend; and for the experienced Ada programmer there are many ada-specializations yet to be made.

This game is a work in progress, so please excuse any scaffolding and debugging code has not been removed.

If you make improvements, please send then to fastrgv@gmail.com


AdaVenture itself is covered by the GNU GPL v3 as indicated in the sources:

Copyright (C) 2019 fastrgv@gmail.com

This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

You may read the full text of the GNU General Public License at http://www.gnu.org/licenses/.

Media Files:

General Note

The particular choices of sound, image, and fragment shader files [x.fs] delivered are not essential to the function of the game and are easily replaced.

SoundFiles

Many sounds are from freesound.org and are covered by the Creative Commons Attribution noncommercial license documented in the accompanying file ccnc3_license.txt. see also: (http://creativecommons.org/licenses/by-nc/3.0/legalcode/)

One track (for the labyrinth) from incompetech.com (also CC-by-3 license) thanks to Kevin MacLeod (Cephalopod).

Some original Atari sounds were also used.

Credit and thanks to the Godfather of Exotica, Korla Pandit, for the excellent renditions of Turkish Dance and Miserlou...a song so old that its origins are vague, yet was known to have been popular in ancient Persia and the middle-east, as well as to all us fans of Dick Dale!

ImageFiles

ShaderFiles

Several fragment shader files used were downloaded from http://glslsandbox.com/ and put under ./data/. All frag. shaders from glslsandbox are under the MIT license (see mit_license.txt). Existing comments or any identifying information was retained.

In order to make these usable, I had to modernize them to glsl version 330 specifications, and adapt them to utilize some programatic uniforms for input.

SkyBoxes

Bindings & Utilities

Thanks to Kazakov, Anisimkov, Sanguine and Krause.

Best Download Sites for my games:

https://github.com/fastrgv?tab=repositories

http://www.indiedb.com/members/fastrgv/games

https://fastrgv.itch.io/

Video Level 1:

https://youtu.be/Pr0IhvHXvFQ

Tags

kids,retro,adventure,dragon,castle,maze,labyrinth

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Update History:

ver 1.5.1 -- 28mar19

  • Doorways between labyrinth and adjacent mazes now see-through.

ver 1.5.0 -- 25mar19

  • Improved fog;
  • Maze doors are now see-through, whenever possible;
  • Various corrections;

ver 1.4.0 -- 28dec18

  • Zoom key z (return to default) is now incremental, like n & f;
  • Revised game Controller settings;
  • Now deliver 7z archives for better compression and simplicity of extraction on all 3 platforms.

ver 1.3.9 -- 13dec18

  • Added zoom keys z,n,f [default,Nearer,Further] to supplement mouse wheel.

ver 1.3.8 -- 7dec18

  • Added exterior wind sound;
  • Improved portability of linux build;

ver 1.3.7 -- 23aug18

  • Completed update to SFML v2.5.0 for all platforms;
  • Adjusted texture load parameter for nicer snakes;
  • Improved coding of avatarobj.adb;
  • Now using new autogenerated thin ada binding for SDL208;
  • Updated to sdl208 libraries, all 4 platforms;

ver 1.3.6 -- 28jul18

  • Corrected input handling in case of DOS-formatted configuration file.
  • Changed freetype library to assure linux portability.
  • Added music credits in closing scenes.
  • Added alternate build scripts for OSX.
  • Update to sfml 2.5.0.
  • Update to AdaCore2018 for linux, osx.
  • Simplified bindings.

ver 1.3.5 -- 01jul18

  • Updated to Anisimkov's newest zlib for ada;
  • Added local libz, libm shared libs for improved linux portability;

ver 1.3.4 -- 29jun18

  • Added steaming nostrils to the Minotaur;
  • Changed default linux build scripts to AdaCore 2018 or gnuAda v7.3.0;
  • Changed default linux SDL libs to shared to enhance portability;
  • Updated AdaPngLib, AdaZLib;
  • Added 64bit Windows executable & build files. Still supports 32bit Windows, OSX and Linux.

ver 1.3.3 -- 02jun18

  • Improved tree branch flutter;
  • Upgraded to a galloping Minotaur beast that uses a Minecraft skin;

ver 1.3.2 -- 03may18

  • Great new trees: new 3-plane w3tree package [Class] has improved drawing algorithm to render each of 6 wings from back to front. Nicer looking trees are the result. Easy to use for indie developers.
  • Added tree branch end flutter using only fragment shader.
  • Restructured & improved code robustness and comprehensibility;

ver 1.3.1 -- 16apr18

  • Improved & simplified OSX builds using static non-standard libs;
  • Added GPR scripts for those who prefer using gprbuild;
  • Corrected fog errors; improved skybox & exterior fog;
  • Better clarified use of perlin noise to benefit developers;

ver 1.3.0 -- 14mar18

  • Scene transitions code significantly improved & simplified, elliminating unintended transitions by accounting for velocity vector. The multiply interconnected mazes are now better organized and documented using Dmitry Kazakov's Tables library.
  • Jupiter now appears at end of both levels.
  • Improved source code directory layout; clarified utility names.
  • Simplified ftex interface.
  • Replaced a missing maze wall.

ver 1.2.9 -- 9mar18

  • Improved code for texture handling; clarified and exposed the inconsistent semantics of OpenGL textures versus cubemaps. Now, all texture png images are un-inverted.
  • Added new fireball obstacle [cued by ominous music] in the Labyrinth that precludes a simple escape.

ver 1.2.8 -- 04mar18

  • Now supports TTF fonts through Freetype library;
  • Using Felix Krause's FreeTypeAda [MIT];
  • Using Dmitry Kazakov's Strings-Edit [gnuGPL2];
  • Still using thin bindings to OpenGL, SDL2, SFML;
  • Still using fully modern graphics methods.
  • Corrections made to spider & dragon movements.

ver 1.2.7 -- 24feb18

  • Added nicer hiRes skyboxes; removed fog that obscures them;
  • Improved avatar code to display hats, etc.
  • Fixed error in tree shader darkness;
  • Added spinning Jupiter in the night sky @ end of chapter 2.
  • Added OSX link from ~/Resources/ to /data/.

ver 1.2.6 -- 29jan18

  • Higher perspective in maze rooms;
  • Improved camera handling logic with two options toggled with the L-key:
    • new lazy camera default for better theatrics, or
    • classic tight camera for almost first-person control;
    • first-person mode is still toggled with M-key.
  • Darker [as intended] maze9;

ver 1.2.5 -- 10jan18

  • Found & fixed the numerics:argument-error causing occasional aborts;
  • Newest Blinn-Phong light shaders include gamma correction;
  • Adjusted sizes of avatar & chalice;

ver 1.2.4 -- 5jan18

  • Added new "darkmaze" to chapter 2 adventure on the far side of the labyrinth of the Minotaur that now hides the chalice (modeled after the classic "orange" maze #2);
  • Added a mapRoom directory to help lost souls;
  • Improved shaders to include full Phong light modeling, with ambient, diffuse, and specular attenuated lighting effects. Added glowing chalice;
Source: READMEav.md, updated 2019-10-31