]> git.localhorst.tv Git - l2e.git/blobdiff - src/main.cpp
added spell selection battle state
[l2e.git] / src / main.cpp
index 4e5fb471543cf5378bfddd98c77c9e14533e3a92..97a93994a634c8bcd018fb75803fcbc656d175a4 100644 (file)
@@ -6,19 +6,37 @@
  */
 
 #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/Font.h"
+#include "graphics/Frame.h"
+#include "graphics/Gauge.h"
+#include "graphics/Sprite.h"
+#include "sdl/InitImage.h"
 #include "sdl/InitScreen.h"
 #include "sdl/InitSDL.h"
 
 #include <exception>
 #include <iostream>
+#include <SDL.h>
+#include <SDL_image.h>
 
 using app::Application;
+using app::Input;
 using battle::BattleState;
+using battle::Hero;
+using battle::Monster;
 using battle::PartyLayout;
 using geometry::Point;
+using graphics::Font;
+using graphics::Frame;
+using graphics::Gauge;
+using graphics::Sprite;
+using sdl::InitImage;
 using sdl::InitScreen;
 using sdl::InitSDL;
 
@@ -31,20 +49,121 @@ int main(int argc, char **argv) {
        const int width = 800;
        const int height = 480;
 
-       // temporary
-       SDL_Surface *bg(SDL_CreateRGBSurface(0, width, height, 32, 0xFF000000, 0xFF0000, 0xFF00, 0xFF));
-       SDL_FillRect(bg, 0, 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));
-
        try {
                InitSDL sdl;
+               InitImage image(IMG_INIT_PNG);
                InitScreen screen(width, height);
 
-               Application app(screen.Screen(), new BattleState(bg, monstersLayout));
+               // temporary test data
+               SDL_Surface *bg(IMG_Load("test-data/battle-bg.png"));
+               PartyLayout monstersLayout;
+               monstersLayout.AddPosition(Point<Uint8>(88, 104));
+               monstersLayout.AddPosition(Point<Uint8>(128, 104));
+               monstersLayout.AddPosition(Point<Uint8>(168, 104));
+               monstersLayout.AddPosition(Point<Uint8>(208, 104));
+               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 *monsterImg(IMG_Load("test-data/monster.png"));
+               Sprite dummySprite(monsterImg, 64, 64);
+               Monster monster;
+               monster.SetSprite(&dummySprite);
+
+               SDL_Surface *maximImg(IMG_Load("test-data/maxim.png"));
+               Sprite maximSprite(maximImg, 64, 64);
+               Hero maxim;
+               maxim.SetName("Maxim");
+               maxim.SetLevel(1);
+               maxim.SetSprite(&maximSprite);
+               maxim.SetMaxHealth(33);
+               maxim.SetHealth(33);
+               maxim.SetMaxMana(20);
+               maxim.SetMana(20);
+               maxim.SetIP(0);
+
+               SDL_Surface *selanImg(IMG_Load("test-data/selan.png"));
+               Sprite selanSprite(selanImg, 64, 64);
+               Hero selan;
+               selan.SetName("Selan");
+               selan.SetLevel(1);
+               selan.SetSprite(&selanSprite);
+               selan.SetMaxHealth(28);
+               selan.SetHealth(28);
+               selan.SetMaxMana(23);
+               selan.SetMana(23);
+               selan.SetIP(0);
+
+               SDL_Surface *guyImg(IMG_Load("test-data/guy.png"));
+               Sprite guySprite(guyImg, 64, 64);
+               Hero guy;
+               guy.SetName("Guy");
+               guy.SetLevel(1);
+               guy.SetSprite(&guySprite);
+               guy.SetMaxHealth(38);
+               guy.SetHealth(38);
+               guy.SetMaxMana(0);
+               guy.SetMana(0);
+               guy.SetIP(0);
+
+               SDL_Surface *dekarImg(IMG_Load("test-data/dekar.png"));
+               Sprite dekarSprite(dekarImg, 64, 64);
+               Hero dekar;
+               dekar.SetName("Dekar");
+               dekar.SetLevel(1);
+               dekar.SetSprite(&dekarSprite);
+               dekar.SetMaxHealth(38);
+               dekar.SetHealth(38);
+               dekar.SetMaxMana(0);
+               dekar.SetMana(0);
+               dekar.SetIP(0);
+
+               SDL_Surface *attackIcons(IMG_Load("test-data/attack-type-icons.png"));
+               Sprite attackIconsSprite(attackIcons, 32, 32);
+               SDL_Surface *moveIcons(IMG_Load("test-data/move-icons.png"));
+               Sprite moveIconsSprite(moveIcons, 32, 32);
+               SDL_Surface *heroTagSprites(IMG_Load("test-data/hero-tag-sprites.png"));
+               Sprite heroTagSprite(heroTagSprites, 32, 16);
+               SDL_Surface *numbers(IMG_Load("test-data/numbers.png"));
+               Sprite numbersSprite(numbers, 16, 16);
+               Font heroTagFont(&numbersSprite);
+               SDL_Surface *tagFrames(IMG_Load("test-data/tag-frames.png"));
+               Frame heroTagFrame(tagFrames, 16, 16, 1, 1, 0, 33);
+               Frame activeHeroTagFrame(tagFrames, 16, 16);
+
+               SDL_Surface *gauges(IMG_Load("test-data/gauges.png"));
+               Gauge healthGauge(gauges, 0, 16, 0, 0, 16, 6, 1, 6);
+               Gauge manaGauge(gauges, 0, 32, 0, 0, 16, 6, 1, 6);
+               Gauge ikariGauge(gauges, 0, 48, 0, 0, 16, 6, 1, 6);
+
+               SDL_Surface *selectFrameImg(IMG_Load("test-data/select-frame.png"));
+               Frame selectFrame(selectFrameImg, 16, 16);
+
+               // TODO: create a container for all the battle resources
+               BattleState *battleState(new BattleState(bg, monstersLayout, heroesLayout, &attackIconsSprite, &moveIconsSprite, &heroTagFrame, &activeHeroTagFrame, &healthGauge, &manaGauge, &ikariGauge, &heroTagSprite, &heroTagFont, &selectFrame));
+               battleState->AddMonster(monster);
+               battleState->AddMonster(monster);
+               battleState->AddMonster(monster);
+               battleState->AddMonster(monster);
+               battleState->AddHero(maxim);
+               battleState->AddHero(selan);
+               battleState->AddHero(guy);
+               battleState->AddHero(dekar);
+               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;