*/
#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 <iostream>
using app::Application;
+using app::Input;
using battle::BattleState;
+using battle::Hero;
using battle::Monster;
using battle::PartyLayout;
using geometry::Point;
monstersLayout.AddPosition(Point<Uint8>(100, 100));
monstersLayout.AddPosition(Point<Uint8>(150, 100));
monstersLayout.AddPosition(Point<Uint8>(200, 100));
- SDL_Surface *white100(SDL_CreateRGBSurface(0, 100, 100, 32, 0xFF000000, 0xFF0000, 0xFF00, 0xFF));
- SDL_FillRect(white100, 0, SDL_MapRGB(bg->format, 0xFF, 0xFF, 0xFF));
- Sprite dummyMonsterSprite(white100, 100, 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(&dummyMonsterSprite);
+ monster.SetSprite(&dummySprite);
+ Hero hero;
+ hero.SetSprite(&dummySprite);
try {
InitSDL sdl;
InitScreen screen(width, height);
- BattleState *battleState(new BattleState(bg, monstersLayout));
+ 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;