#include "app/Application.h"
#include "battle/BattleState.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"
using app::Application;
using battle::BattleState;
+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
+ // temporary test data
SDL_Surface *bg(SDL_CreateRGBSurface(0, width, height, 32, 0xFF000000, 0xFF0000, 0xFF00, 0xFF));
- SDL_FillRect(bg, 0, SDL_MapRGB(bg->format, 0, 0, 0));
+ 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));
+ 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);
+ Monster monster;
+ monster.SetSprite(&dummyMonsterSprite);
try {
InitSDL sdl;
InitScreen screen(width, height);
- Application app(screen.Screen(), new BattleState(bg));
+ BattleState *battleState(new BattleState(bg, monstersLayout));
+ battleState->AddMonster(monster);
+ battleState->AddMonster(monster);
+ battleState->AddMonster(monster);
+ battleState->AddMonster(monster);
+ Application app(screen.Screen(), battleState);
app.Run();
return 0;