#include "loader/ParsedSource.h"
#include "loader/Parser.h"
#include "loader/TypeDescription.h"
+#include "map/Area.h"
+#include "map/Map.h"
+#include "map/MapState.h"
+#include "map/Tile.h"
#include "sdl/InitImage.h"
#include "sdl/InitScreen.h"
#include "sdl/InitSDL.h"
using loader::ParsedSource;
using loader::Parser;
using loader::TypeDescription;
+using map::Area;
+using map::Map;
+using map::MapState;
+using map::Tile;
using sdl::InitImage;
using sdl::InitScreen;
using sdl::InitSDL;
const int width = 800;
const int height = 480;
+ const bool battle(false);
+
// std::srand(std::time(0));
try {
dekar.SetRing(caster.GetItem("rocketRingItem"));
dekar.SetJewel(caster.GetItem("krakenRockItem"));
+ Tile tiles[64];
+
+ tiles[ 0].SetOffset(Vector<int>(2, 1));
+ tiles[ 1].SetOffset(Vector<int>(4, 0));
+ tiles[ 2].SetOffset(Vector<int>(3, 0));
+ tiles[ 3].SetOffset(Vector<int>(3, 0));
+ tiles[ 4].SetOffset(Vector<int>(0, 1));
+ tiles[ 5].SetOffset(Vector<int>(2, 0));
+ tiles[ 6].SetOffset(Vector<int>(2, 0));
+ tiles[ 7].SetOffset(Vector<int>(2, 0));
+
+ tiles[ 8].SetOffset(Vector<int>(2, 1));
+ tiles[ 9].SetOffset(Vector<int>(4, 0));
+ tiles[10].SetOffset(Vector<int>(3, 0));
+ tiles[11].SetOffset(Vector<int>(3, 0));
+ tiles[12].SetOffset(Vector<int>(0, 2));
+ tiles[13].SetOffset(Vector<int>(1, 2));
+ tiles[14].SetOffset(Vector<int>(1, 2));
+ tiles[15].SetOffset(Vector<int>(1, 2));
+
+ tiles[16].SetOffset(Vector<int>(2, 1));
+ tiles[17].SetOffset(Vector<int>(4, 0));
+ tiles[18].SetOffset(Vector<int>(3, 0));
+ tiles[19].SetOffset(Vector<int>(3, 0));
+ tiles[20].SetOffset(Vector<int>(0, 3));
+ tiles[21].SetOffset(Vector<int>(1, 3));
+ tiles[22].SetOffset(Vector<int>(1, 3));
+ tiles[23].SetOffset(Vector<int>(2, 3));
+
+ tiles[24].SetOffset(Vector<int>(2, 1));
+ tiles[25].SetOffset(Vector<int>(4, 0));
+ tiles[26].SetOffset(Vector<int>(3, 0));
+ tiles[27].SetOffset(Vector<int>(3, 0));
+ tiles[28].SetOffset(Vector<int>(0, 4));
+ tiles[29].SetOffset(Vector<int>(1, 4));
+ tiles[30].SetOffset(Vector<int>(1, 4));
+ tiles[31].SetOffset(Vector<int>(2, 4));
+
+ tiles[32].SetOffset(Vector<int>(2, 1));
+ tiles[33].SetOffset(Vector<int>(4, 0));
+ tiles[34].SetOffset(Vector<int>(3, 0));
+ tiles[35].SetOffset(Vector<int>(3, 0));
+ tiles[36].SetOffset(Vector<int>(3, 0));
+ tiles[37].SetOffset(Vector<int>(3, 0));
+ tiles[38].SetOffset(Vector<int>(3, 0));
+ tiles[39].SetOffset(Vector<int>(3, 0));
+
+ tiles[40].SetOffset(Vector<int>(2, 1));
+ tiles[41].SetOffset(Vector<int>(4, 0));
+ tiles[42].SetOffset(Vector<int>(3, 0));
+ tiles[43].SetOffset(Vector<int>(3, 0));
+ tiles[44].SetOffset(Vector<int>(3, 0));
+ tiles[45].SetOffset(Vector<int>(4, 0));
+ tiles[46].SetOffset(Vector<int>(4, 0));
+ tiles[47].SetOffset(Vector<int>(4, 0));
+
+ tiles[48].SetOffset(Vector<int>(2, 1));
+ tiles[49].SetOffset(Vector<int>(4, 0));
+ tiles[50].SetOffset(Vector<int>(3, 0));
+ tiles[51].SetOffset(Vector<int>(3, 0));
+ tiles[52].SetOffset(Vector<int>(0, 0));
+ tiles[53].SetOffset(Vector<int>(1, 0));
+ tiles[54].SetOffset(Vector<int>(1, 0));
+ tiles[55].SetOffset(Vector<int>(1, 0));
+
+ tiles[56].SetOffset(Vector<int>(2, 1));
+ tiles[57].SetOffset(Vector<int>(4, 0));
+ tiles[58].SetOffset(Vector<int>(3, 0));
+ tiles[59].SetOffset(Vector<int>(3, 0));
+ tiles[60].SetOffset(Vector<int>(0, 1));
+ tiles[61].SetOffset(Vector<int>(1, 1));
+ tiles[62].SetOffset(Vector<int>(1, 1));
+ tiles[63].SetOffset(Vector<int>(1, 1));
+
+ Area area;
+ area.SetTiles(tiles, 64);
+ area.SetWidth(8);
+
+ SDL_Surface *tilesetImg(IMG_Load("test-data/tileset.png"));
+ Sprite tileset(tilesetImg, 32, 32);
+
+ Map map;
+ map.SetAreas(&area, 1);
+ map.SetTileset(&tileset);
+ map.SetWidth(1);
+
InitScreen screen(width, height);
- BattleState *battleState(new BattleState(bg, monstersLayout, heroesLayout, battleRes));
- battleState->AddMonster(monster);
- battleState->AddMonster(monster);
- battleState->AddMonster(monster);
- battleState->AddMonster(monster);
- battleState->AddHero(maxim);
- battleState->AddHero(selan);
- battleState->AddHero(guy);
- battleState->AddHero(dekar);
- Application app(&screen, battleState);
+ app::State *state(0);
+
+ if (battle) {
+ BattleState *battleState(new BattleState(bg, monstersLayout, heroesLayout, battleRes));
+ battleState->AddMonster(monster);
+ battleState->AddMonster(monster);
+ battleState->AddMonster(monster);
+ battleState->AddMonster(monster);
+ battleState->AddHero(maxim);
+ battleState->AddHero(selan);
+ battleState->AddHero(guy);
+ battleState->AddHero(dekar);
+ state = battleState;
+ } else {
+ MapState *mapState(new MapState(&map));
+ state = mapState;
+ }
+
+ Application app(&screen, state);
app.Buttons().MapKey(SDLK_w, Input::PAD_UP);
app.Buttons().MapKey(SDLK_d, Input::PAD_RIGHT);
app.Buttons().MapKey(SDLK_s, Input::PAD_DOWN);