*/
#include "app/Application.h"
+#include "app/Input.h"
#include "battle/BattleState.h"
#include "battle/Hero.h"
#include "battle/Monster.h"
#include "battle/PartyLayout.h"
+#include "battle/Resources.h"
#include "geometry/Point.h"
+#include "graphics/Font.h"
+#include "graphics/Frame.h"
+#include "graphics/Gauge.h"
#include "graphics/Sprite.h"
+#include "sdl/InitImage.h"
#include "sdl/InitScreen.h"
#include "sdl/InitSDL.h"
#include <exception>
#include <iostream>
+#include <SDL.h>
+#include <SDL_image.h>
using app::Application;
+using app::Input;
using battle::BattleState;
using battle::Hero;
using battle::Monster;
using battle::PartyLayout;
using geometry::Point;
+using graphics::Font;
+using graphics::Frame;
+using graphics::Gauge;
using graphics::Sprite;
+using sdl::InitImage;
using sdl::InitScreen;
using sdl::InitSDL;
const int width = 800;
const int height = 480;
- // temporary test data
- SDL_Surface *bg(SDL_CreateRGBSurface(0, width, height, 32, 0xFF000000, 0xFF0000, 0xFF00, 0xFF));
- SDL_FillRect(bg, 0, SDL_MapRGB(bg->format, 0xFF, 0xFF, 0xFF));
- SDL_Rect r;
- r.x = 1;
- r.y = 1;
- r.w = width - 2;
- r.h = height - 2;
- SDL_FillRect(bg, &r, SDL_MapRGB(bg->format, 0, 0, 0));
- PartyLayout monstersLayout;
- monstersLayout.AddPosition(Point<Uint8>(50, 100));
- monstersLayout.AddPosition(Point<Uint8>(100, 100));
- monstersLayout.AddPosition(Point<Uint8>(150, 100));
- monstersLayout.AddPosition(Point<Uint8>(200, 100));
- PartyLayout heroesLayout;
- heroesLayout.AddPosition(Point<Uint8>(27, 219));
- heroesLayout.AddPosition(Point<Uint8>(104, 227));
- heroesLayout.AddPosition(Point<Uint8>(66, 238));
- heroesLayout.AddPosition(Point<Uint8>(143, 246));
- SDL_Surface *white96(SDL_CreateRGBSurface(0, 96, 96, 32, 0xFF000000, 0xFF0000, 0xFF00, 0xFF));
- SDL_FillRect(white96, 0, SDL_MapRGB(bg->format, 0xFF, 0xFF, 0xFF));
- Sprite dummySprite(white96, 96, 96);
- Monster monster;
- monster.SetSprite(&dummySprite);
- Hero hero;
- hero.SetSprite(&dummySprite);
-
try {
InitSDL sdl;
+ InitImage image(IMG_INIT_PNG);
InitScreen screen(width, height);
- BattleState *battleState(new BattleState(bg, monstersLayout, heroesLayout));
+ // temporary test data
+ SDL_Surface *bg(IMG_Load("test-data/battle-bg.png"));
+ PartyLayout monstersLayout;
+ monstersLayout.AddPosition(Point<Uint8>(88, 104));
+ monstersLayout.AddPosition(Point<Uint8>(128, 104));
+ monstersLayout.AddPosition(Point<Uint8>(168, 104));
+ monstersLayout.AddPosition(Point<Uint8>(208, 104));
+ PartyLayout heroesLayout;
+ heroesLayout.AddPosition(Point<Uint8>(27, 219));
+ heroesLayout.AddPosition(Point<Uint8>(104, 227));
+ heroesLayout.AddPosition(Point<Uint8>(66, 238));
+ heroesLayout.AddPosition(Point<Uint8>(143, 246));
+
+ SDL_Surface *monsterImg(IMG_Load("test-data/monster.png"));
+ Sprite dummySprite(monsterImg, 64, 64);
+ Monster monster;
+ monster.SetSprite(&dummySprite);
+
+ SDL_Surface *maximImg(IMG_Load("test-data/maxim.png"));
+ Sprite maximSprite(maximImg, 64, 64);
+ Hero maxim;
+ maxim.SetName("Maxim");
+ maxim.SetLevel(1);
+ maxim.SetSprite(&maximSprite);
+ maxim.SetMaxHealth(33);
+ maxim.SetHealth(33);
+ maxim.SetMaxMana(20);
+ maxim.SetMana(20);
+ maxim.SetIP(0);
+
+ SDL_Surface *selanImg(IMG_Load("test-data/selan.png"));
+ Sprite selanSprite(selanImg, 64, 64);
+ Hero selan;
+ selan.SetName("Selan");
+ selan.SetLevel(1);
+ selan.SetSprite(&selanSprite);
+ selan.SetMaxHealth(28);
+ selan.SetHealth(28);
+ selan.SetMaxMana(23);
+ selan.SetMana(23);
+ selan.SetIP(0);
+
+ SDL_Surface *guyImg(IMG_Load("test-data/guy.png"));
+ Sprite guySprite(guyImg, 64, 64);
+ Hero guy;
+ guy.SetName("Guy");
+ guy.SetLevel(1);
+ guy.SetSprite(&guySprite);
+ guy.SetMaxHealth(38);
+ guy.SetHealth(38);
+ guy.SetMaxMana(0);
+ guy.SetMana(0);
+ guy.SetIP(0);
+
+ SDL_Surface *dekarImg(IMG_Load("test-data/dekar.png"));
+ Sprite dekarSprite(dekarImg, 64, 64);
+ Hero dekar;
+ dekar.SetName("Dekar");
+ dekar.SetLevel(1);
+ dekar.SetSprite(&dekarSprite);
+ dekar.SetMaxHealth(38);
+ dekar.SetHealth(38);
+ dekar.SetMaxMana(0);
+ dekar.SetMana(0);
+ dekar.SetIP(0);
+
+ battle::Resources battleRes;
+
+ SDL_Surface *attackIconsImg(IMG_Load("test-data/attack-type-icons.png"));
+ Sprite attackIconsSprite(attackIconsImg, 32, 32);
+ battleRes.attackIcons = &attackIconsSprite;
+ SDL_Surface *moveIconsImg(IMG_Load("test-data/move-icons.png"));
+ Sprite moveIconsSprite(moveIconsImg, 32, 32);
+ battleRes.moveIcons = &moveIconsSprite;
+ SDL_Surface *heroTagImg(IMG_Load("test-data/hero-tag-sprites.png"));
+ Sprite heroTagSprite(heroTagImg, 32, 16);
+ battleRes.heroTagLabels = &heroTagSprite;
+ SDL_Surface *numbersImg(IMG_Load("test-data/numbers.png"));
+ Sprite numbersSprite(numbersImg, 16, 16);
+ Font heroTagFont(&numbersSprite);
+ battleRes.heroTagFont = &heroTagFont;
+ SDL_Surface *tagFramesImg(IMG_Load("test-data/tag-frames.png"));
+ Frame heroTagFrame(tagFramesImg, 16, 16, 1, 1, 0, 33);
+ battleRes.heroTagFrame = &heroTagFrame;
+ Frame activeHeroTagFrame(tagFramesImg, 16, 16);
+ battleRes.activeHeroTagFrame = &activeHeroTagFrame;
+
+ SDL_Surface *gauges(IMG_Load("test-data/gauges.png"));
+ Gauge healthGauge(gauges, 0, 16, 0, 0, 16, 6, 1, 6);
+ battleRes.healthGauge = &healthGauge;
+ Gauge manaGauge(gauges, 0, 32, 0, 0, 16, 6, 1, 6);
+ battleRes.manaGauge = &manaGauge;
+ Gauge ikariGauge(gauges, 0, 48, 0, 0, 16, 6, 1, 6);
+ battleRes.ikariGauge = &ikariGauge;
+
+ SDL_Surface *selectFrameImg(IMG_Load("test-data/select-frame.png"));
+ Frame selectFrame(selectFrameImg, 16, 16);
+ battleRes.selectFrame = &selectFrame;
+
+ BattleState *battleState(new BattleState(bg, monstersLayout, heroesLayout, &battleRes));
battleState->AddMonster(monster);
battleState->AddMonster(monster);
battleState->AddMonster(monster);
battleState->AddMonster(monster);
- battleState->AddHero(hero);
- battleState->AddHero(hero);
- battleState->AddHero(hero);
- battleState->AddHero(hero);
+ battleState->AddHero(maxim);
+ battleState->AddHero(selan);
+ battleState->AddHero(guy);
+ battleState->AddHero(dekar);
Application app(&screen, battleState);
+ app.Buttons().MapKey(SDLK_w, Input::PAD_UP);
+ app.Buttons().MapKey(SDLK_d, Input::PAD_RIGHT);
+ app.Buttons().MapKey(SDLK_s, Input::PAD_DOWN);
+ app.Buttons().MapKey(SDLK_a, Input::PAD_LEFT);
+ app.Buttons().MapKey(SDLK_RIGHT, Input::ACTION_A);
+ app.Buttons().MapKey(SDLK_DOWN, Input::ACTION_B);
+ app.Buttons().MapKey(SDLK_UP, Input::ACTION_X);
+ app.Buttons().MapKey(SDLK_LEFT, Input::ACTION_Y);
+ app.Buttons().MapKey(SDLK_RETURN, Input::START);
+ app.Buttons().MapKey(SDLK_SPACE, Input::SELECT);
+ app.Buttons().MapKey(SDLK_RSHIFT, Input::SHOULDER_RIGHT);
+ app.Buttons().MapKey(SDLK_LSHIFT, Input::SHOULDER_LEFT);
app.Run();
return 0;