#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 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);
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.SetSprite(&mapMaximSprite);
- mapMaxim.Position() = Vector<float>(80, 160);
+ mapMaxim.SetAnimation(&mapMaximAnimation);
+ mapMaxim.Position() = Vector<float>(80, 128);
InitScreen screen(width, height);