]> git.localhorst.tv Git - l2e.git/blobdiff - src/main.cpp
added battle move menu
[l2e.git] / src / main.cpp
index 8f92a357dacb74830cd0350cc15ec55149c09c17..bd8ff4a48c0850c58232857a6b439d23bdff3853 100644 (file)
@@ -6,23 +6,31 @@
  */
 
 #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/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::Sprite;
+using sdl::InitImage;
 using sdl::InitScreen;
 using sdl::InitSDL;
 
@@ -35,36 +43,72 @@ int main(int argc, char **argv) {
        const int width = 800;
        const int height = 480;
 
-       // temporary test data
-       SDL_Surface *bg(SDL_CreateRGBSurface(0, width, height, 32, 0xFF000000, 0xFF0000, 0xFF00, 0xFF));
-       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;
+               InitImage image(IMG_INIT_PNG);
                InitScreen screen(width, height);
 
-               BattleState *battleState(new BattleState(bg, monstersLayout));
+               // temporary test data
+               SDL_Surface *bg(SDL_CreateRGBSurface(0, width, height, 32, 0xFF000000, 0xFF0000, 0xFF00, 0xFF));
+               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));
+               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 *white96(SDL_CreateRGBSurface(0, 96, 96, 32, 0xFF000000, 0xFF0000, 0xFF00, 0xFF));
+               SDL_FillRect(white96, 0, SDL_MapRGB(bg->format, 0xFF, 0xFF, 0xFF));
+               Sprite dummySprite(white96, 96, 96);
+               Monster monster;
+               monster.SetSprite(&dummySprite);
+               Hero hero;
+               hero.SetName("Name");
+               hero.SetLevel(34);
+               hero.SetSprite(&dummySprite);
+               hero.SetMaxHealth(100);
+               hero.SetHealth(50);
+               hero.SetMaxMana(100);
+               hero.SetMana(66);
+               hero.SetIP(160);
+
+               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);
+
+               BattleState *battleState(new BattleState(bg, monstersLayout, heroesLayout, &attackIconsSprite, &moveIconsSprite));
                battleState->AddMonster(monster);
                battleState->AddMonster(monster);
                battleState->AddMonster(monster);
                battleState->AddMonster(monster);
+               battleState->AddHero(hero);
+               battleState->AddHero(hero);
+               battleState->AddHero(hero);
+               battleState->AddHero(hero);
                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;