]> git.localhorst.tv Git - l2e.git/blobdiff - src/main.cpp
made application and battle state resizable
[l2e.git] / src / main.cpp
index 4e5fb471543cf5378bfddd98c77c9e14533e3a92..8f92a357dacb74830cd0350cc15ec55149c09c17 100644 (file)
@@ -7,8 +7,10 @@
 
 #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;
 
@@ -31,20 +35,36 @@ int main(int argc, char **argv) {
        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, 50));
-       monstersLayout.AddPosition(Point<Uint8>(100, 50));
-       monstersLayout.AddPosition(Point<Uint8>(150, 50));
-       monstersLayout.AddPosition(Point<Uint8>(200, 50));
+       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, monstersLayout));
+               BattleState *battleState(new BattleState(bg, monstersLayout));
+               battleState->AddMonster(monster);
+               battleState->AddMonster(monster);
+               battleState->AddMonster(monster);
+               battleState->AddMonster(monster);
+               Application app(&screen, battleState);
                app.Run();
 
                return 0;