#include "loader/Parser.h"
#include "loader/TypeDescription.h"
#include "map/Area.h"
+#include "map/Entity.h"
#include "map/Map.h"
#include "map/MapState.h"
#include "map/Tile.h"
+#include "map/Trigger.h"
#include "sdl/InitImage.h"
#include "sdl/InitScreen.h"
#include "sdl/InitSDL.h"
using loader::Parser;
using loader::TypeDescription;
using map::Area;
+using map::Entity;
using map::Map;
using map::MapState;
using map::Tile;
+using map::Trigger;
using sdl::InitImage;
using sdl::InitScreen;
using sdl::InitSDL;
const int width = 800;
const int height = 480;
+ const int tileSize = 32;
+ const float walkSpeed = 128.0f;
+
const bool battle(false);
// std::srand(std::time(0));
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[ 1].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_WEST);
+ tiles[ 2].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
+ tiles[ 3].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_EAST);
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[ 9].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
tiles[10].SetOffset(Vector<int>(3, 0));
- tiles[11].SetOffset(Vector<int>(3, 0));
+ tiles[11].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
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[17].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
tiles[18].SetOffset(Vector<int>(3, 0));
- tiles[19].SetOffset(Vector<int>(3, 0));
+ tiles[19].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
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[25].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
tiles[26].SetOffset(Vector<int>(3, 0));
- tiles[27].SetOffset(Vector<int>(3, 0));
+ tiles[27].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
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[33].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
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[36].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
+ tiles[37].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
+ tiles[38].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
+ tiles[39].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_EAST);
tiles[40].SetOffset(Vector<int>(2, 1));
- tiles[41].SetOffset(Vector<int>(4, 0));
+ tiles[41].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
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[44].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH);
+ tiles[45].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
+ tiles[46].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
+ tiles[47].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH | Tile::BLOCK_EAST);
tiles[48].SetOffset(Vector<int>(2, 1));
- tiles[49].SetOffset(Vector<int>(4, 0));
+ tiles[49].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
tiles[50].SetOffset(Vector<int>(3, 0));
- tiles[51].SetOffset(Vector<int>(3, 0));
+ tiles[51].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
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[57].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH | Tile::BLOCK_WEST);
+ tiles[58].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH);
+ tiles[59].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH | Tile::BLOCK_EAST);
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);
+ Area areas[1];
+ areas[0].SetTiles(tiles, 64);
+ areas[0].SetWidth(8);
+
+ Trigger triggers[1];
+ triggers[0].SetTilePosition(Vector<int>(2, 0));
SDL_Surface *tilesetImg(IMG_Load("test-data/tileset.png"));
- Sprite tileset(tilesetImg, 32, 32);
+ Sprite tileset(tilesetImg, tileSize, tileSize);
Map map;
- map.SetAreas(&area, 1);
+ map.SetAreas(areas, 1);
map.SetTileset(&tileset);
+ map.SetTriggers(triggers, 1);
map.SetWidth(1);
+ SDL_Surface *mapMaximImg(IMG_Load("test-data/maxim-map.png"));
+ Sprite mapMaximSprite(mapMaximImg, 32, 64);
+ SimpleAnimation mapMaximAnimation(&mapMaximSprite, (tileSize/walkSpeed) / 2 * 1000, 2, 0, 0, true);
+ Entity mapMaxim;
+ mapMaxim.SetAnimation(&mapMaximAnimation);
+ mapMaxim.Position() = Vector<float>(80, 128);
+
+ SDL_Surface *mapSelanImg(IMG_Load("test-data/selan-map.png"));
+ Sprite mapSelanSprite(mapSelanImg, 32, 64);
+ SimpleAnimation mapSelanAnimation(&mapSelanSprite, (tileSize/walkSpeed) / 2 * 1000, 2, 0, 0, true);
+ Entity mapSelan;
+ mapSelan.SetAnimation(&mapSelanAnimation);
+ mapSelan.Position() = Vector<float>(80, 128);
+ mapMaxim.AddFollower(&mapSelan);
+
+ SDL_Surface *mapGuyImg(IMG_Load("test-data/guy-map.png"));
+ Sprite mapGuySprite(mapGuyImg, 32, 64);
+ SimpleAnimation mapGuyAnimation(&mapGuySprite, (tileSize/walkSpeed) / 2 * 1000, 2, 0, 0, true);
+ Entity mapGuy;
+ mapGuy.SetAnimation(&mapGuyAnimation);
+ mapGuy.Position() = Vector<float>(80, 128);
+ mapSelan.AddFollower(&mapGuy);
+
+ SDL_Surface *mapDekarImg(IMG_Load("test-data/dekar-map.png"));
+ Sprite mapDekarSprite(mapDekarImg, 32, 64);
+ SimpleAnimation mapDekarAnimation(&mapDekarSprite, (tileSize/walkSpeed) / 2 * 1000, 2, 0, 0, true);
+ Entity mapDekar;
+ mapDekar.SetAnimation(&mapDekarAnimation);
+ mapDekar.Position() = Vector<float>(80, 128);
+ mapGuy.AddFollower(&mapDekar);
+
InitScreen screen(width, height);
app::State *state(0);
state = battleState;
} else {
MapState *mapState(new MapState(&map));
+ mapState->AddEntity(&mapMaxim);
+// mapState->AddEntity(&mapSelan);
+// mapState->AddEntity(&mapGuy);
+// mapState->AddEntity(&mapDekar);
+ mapState->ControlEntity(&mapMaxim);
+ mapState->SetWalkingSpeed(walkSpeed);
state = mapState;
}