const int width = 800;
const int height = 480;
+ const int tileSize = 32;
+ const float walkSpeed = 128.0f;
+
const bool battle(false);
// std::srand(std::time(0));
area.SetWidth(8);
SDL_Surface *tilesetImg(IMG_Load("test-data/tileset.png"));
- Sprite tileset(tilesetImg, 32, 32);
+ Sprite tileset(tilesetImg, tileSize, tileSize);
Map map;
map.SetAreas(&area, 1);
SDL_Surface *mapMaximImg(IMG_Load("test-data/maxim-map.png"));
Sprite mapMaximSprite(mapMaximImg, 32, 64);
+ SimpleAnimation mapMaximAnimation(&mapMaximSprite, (tileSize/walkSpeed) / 2 * 1000, 2, 0, 0, true);
Entity mapMaxim;
- mapMaxim.SetSprite(&mapMaximSprite);
- mapMaxim.Position() = Vector<float>(80, 160);
+ mapMaxim.SetAnimation(&mapMaximAnimation);
+ mapMaxim.Position() = Vector<float>(80, 128);
InitScreen screen(width, height);
MapState *mapState(new MapState(&map));
mapState->AddEntity(&mapMaxim);
mapState->ControlEntity(&mapMaxim);
+ mapState->SetWalkingSpeed(walkSpeed);
state = mapState;
}