mapMaxim.SetAnimation(&mapMaximAnimation);
mapMaxim.Position() = Vector<float>(80, 128);
+ SDL_Surface *mapSelanImg(IMG_Load("test-data/selan-map.png"));
+ Sprite mapSelanSprite(mapSelanImg, 32, 64);
+ SimpleAnimation mapSelanAnimation(&mapSelanSprite, (tileSize/walkSpeed) / 2 * 1000, 2, 0, 0, true);
+ Entity mapSelan;
+ mapSelan.SetAnimation(&mapSelanAnimation);
+ mapSelan.Position() = Vector<float>(80, 128);
+ mapMaxim.AddFollower(&mapSelan);
+
+ SDL_Surface *mapGuyImg(IMG_Load("test-data/guy-map.png"));
+ Sprite mapGuySprite(mapGuyImg, 32, 64);
+ SimpleAnimation mapGuyAnimation(&mapGuySprite, (tileSize/walkSpeed) / 2 * 1000, 2, 0, 0, true);
+ Entity mapGuy;
+ mapGuy.SetAnimation(&mapGuyAnimation);
+ mapGuy.Position() = Vector<float>(80, 128);
+ mapSelan.AddFollower(&mapGuy);
+
+ SDL_Surface *mapDekarImg(IMG_Load("test-data/dekar-map.png"));
+ Sprite mapDekarSprite(mapDekarImg, 32, 64);
+ SimpleAnimation mapDekarAnimation(&mapDekarSprite, (tileSize/walkSpeed) / 2 * 1000, 2, 0, 0, true);
+ Entity mapDekar;
+ mapDekar.SetAnimation(&mapDekarAnimation);
+ mapDekar.Position() = Vector<float>(80, 128);
+ mapGuy.AddFollower(&mapDekar);
+
InitScreen screen(width, height);
app::State *state(0);
} else {
MapState *mapState(new MapState(&map));
mapState->AddEntity(&mapMaxim);
+// mapState->AddEntity(&mapSelan);
+// mapState->AddEntity(&mapGuy);
+// mapState->AddEntity(&mapDekar);
mapState->ControlEntity(&mapMaxim);
mapState->SetWalkingSpeed(walkSpeed);
state = mapState;