+#include "keys.h"
#include "app/Application.h"
#include "app/Arguments.h"
#include "app/Input.h"
#include "common/Ikari.h"
#include "common/Inventory.h"
#include "common/Item.h"
+#include "common/LevelUp.h"
#include "common/Script.h"
#include "common/Spell.h"
#include "common/Stats.h"
+#include "math/Fixed.h"
#include "math/Vector.h"
#include "graphics/CharSelect.h"
#include "graphics/ComplexAnimation.h"
using common::GameState;
using common::Hero;
using common::Spell;
+using math::Fixed;
using math::Vector;
using graphics::Texture;
using loader::Caster;
const int width = 512;
const int height = 448;
- const float walkSpeed = 128.0f;
+ const Fixed<8> walkSpeed = Fixed<8>(1, 8);
bool battle(false);
common::Hero::CreateTypeDescription();
common::Ikari::CreateTypeDescription();
common::Item::CreateTypeDescription();
+ common::LevelUp::CreateTypeDescription();
common::Stats::CreateTypeDescription();
common::Spell::CreateTypeDescription();
common::TargetingMode::CreateTypeDescription();
if (intp.PostponedDefinitions().size() > 0) {
for (vector<Interpreter::PostponedDefinition>::const_iterator i(intp.PostponedDefinitions().begin()), end(intp.PostponedDefinitions().end()); i != end; ++i) {
- std::cerr << "missing definition of " << TypeDescription::Get(i->linkedType).TypeName() << " " << i->identifier << std::endl;
+ std::cerr << "missing definition of " << TypeDescription::Get(i->type).TypeName() << " " << i->identifier << std::endl;
}
return 3;
}
gameState.heroes[3].SetEquipment(Hero::EQUIP_RING, caster.GetItem("rocketRingItem"));
gameState.heroes[3].SetEquipment(Hero::EQUIP_JEWEL, caster.GetItem("krakenRockItem"));
- gameState.heroes[0].MapEntity().Position() = Vector<float>(64, 128);
+ gameState.heroes[0].MapEntity().Position() = Vector<Fixed<8> >(64, 128);
- gameState.heroes[1].MapEntity().Position() = Vector<float>(64, 128);
+ gameState.heroes[1].MapEntity().Position() = Vector<Fixed<8> >(64, 128);
gameState.heroes[1].MapEntity().SetFlags(Entity::FLAG_NONBLOCKING);
gameState.heroes[0].MapEntity().AddFollower(&gameState.heroes[1].MapEntity());
- gameState.heroes[2].MapEntity().Position() = Vector<float>(64, 128);
+ gameState.heroes[2].MapEntity().Position() = Vector<Fixed<8> >(64, 128);
gameState.heroes[2].MapEntity().SetFlags(Entity::FLAG_NONBLOCKING);
gameState.heroes[1].MapEntity().AddFollower(&gameState.heroes[2].MapEntity());
- gameState.heroes[3].MapEntity().Position() = Vector<float>(64, 128);
+ gameState.heroes[3].MapEntity().Position() = Vector<Fixed<8> >(64, 128);
gameState.heroes[3].MapEntity().SetFlags(Entity::FLAG_NONBLOCKING);
gameState.heroes[2].MapEntity().AddFollower(&gameState.heroes[3].MapEntity());
}
Application app(screen, state);
- 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.Buttons().MapKey(SDLK_1, Input::DEBUG_1);
- app.Buttons().MapKey(SDLK_2, Input::DEBUG_2);
- app.Buttons().MapKey(SDLK_3, Input::DEBUG_3);
- app.Buttons().MapKey(SDLK_4, Input::DEBUG_4);
+ MapKeys(app.Buttons());
app.Run();
return 0;