* Author: holy
*/
+#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 "geometry/Point.h"
+#include "graphics/Sprite.h"
#include "sdl/InitScreen.h"
#include "sdl/InitSDL.h"
#include <exception>
#include <iostream>
+using app::Application;
+using app::Input;
+using battle::BattleState;
+using battle::Hero;
+using battle::Monster;
+using battle::PartyLayout;
+using geometry::Point;
+using graphics::Sprite;
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;
InitScreen screen(width, height);
+ BattleState *battleState(new BattleState(bg, monstersLayout, heroesLayout));
+ battleState->AddMonster(monster);
+ battleState->AddMonster(monster);
+ battleState->AddMonster(monster);
+ battleState->AddMonster(monster);
+ battleState->AddHero(hero);
+ battleState->AddHero(hero);
+ battleState->AddHero(hero);
+ battleState->AddHero(hero);
+ 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;
} catch (exception &e) {
cerr << "exception in main(): " << e.what() << endl;