+ Tile tiles[64];
+
+ tiles[ 0].SetOffset(Vector<int>(2, 1));
+ 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)).SetFlags(Tile::BLOCK_WEST);
+ tiles[10].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)).SetFlags(Tile::BLOCK_WEST);
+ tiles[18].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)).SetFlags(Tile::BLOCK_WEST);
+ tiles[26].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)).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)).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)).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)).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)).SetFlags(Tile::BLOCK_WEST);
+ tiles[50].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)).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 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, tileSize, tileSize);
+
+ Map map;
+ 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>(64, 128);
+ mapMaxim.SpriteOffset() = Vector<float>(0, -32);
+
+ 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>(64, 128);
+ mapSelan.SpriteOffset() = Vector<float>(0, -32);
+ 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>(64, 128);
+ mapGuy.SpriteOffset() = Vector<float>(0, -32);
+ 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>(64, 128);
+ mapDekar.SpriteOffset() = Vector<float>(0, -32);
+ mapGuy.AddFollower(&mapDekar);
+