#include "loader/Parser.h"
#include "loader/TypeDescription.h"
#include "map/Area.h"
+#include "map/Entity.h"
#include "map/Map.h"
#include "map/MapState.h"
#include "map/Tile.h"
+#include "map/Trigger.h"
#include "sdl/InitImage.h"
#include "sdl/InitScreen.h"
#include "sdl/InitSDL.h"
using loader::Parser;
using loader::TypeDescription;
using map::Area;
+using map::Entity;
using map::Map;
using map::MapState;
using map::Tile;
+using map::Trigger;
using sdl::InitImage;
using sdl::InitScreen;
using sdl::InitSDL;
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));
dekar.SetRing(caster.GetItem("rocketRingItem"));
dekar.SetJewel(caster.GetItem("krakenRockItem"));
- Tile tiles[64];
-
- tiles[ 0].SetOffset(Vector<int>(2, 1));
- tiles[ 1].SetOffset(Vector<int>(4, 0));
- tiles[ 2].SetOffset(Vector<int>(3, 0));
- tiles[ 3].SetOffset(Vector<int>(3, 0));
- tiles[ 4].SetOffset(Vector<int>(0, 1));
- tiles[ 5].SetOffset(Vector<int>(2, 0));
- tiles[ 6].SetOffset(Vector<int>(2, 0));
- tiles[ 7].SetOffset(Vector<int>(2, 0));
-
- tiles[ 8].SetOffset(Vector<int>(2, 1));
- tiles[ 9].SetOffset(Vector<int>(4, 0));
- tiles[10].SetOffset(Vector<int>(3, 0));
- tiles[11].SetOffset(Vector<int>(3, 0));
- tiles[12].SetOffset(Vector<int>(0, 2));
- tiles[13].SetOffset(Vector<int>(1, 2));
- tiles[14].SetOffset(Vector<int>(1, 2));
- tiles[15].SetOffset(Vector<int>(1, 2));
-
- tiles[16].SetOffset(Vector<int>(2, 1));
- tiles[17].SetOffset(Vector<int>(4, 0));
- tiles[18].SetOffset(Vector<int>(3, 0));
- tiles[19].SetOffset(Vector<int>(3, 0));
- tiles[20].SetOffset(Vector<int>(0, 3));
- tiles[21].SetOffset(Vector<int>(1, 3));
- tiles[22].SetOffset(Vector<int>(1, 3));
- tiles[23].SetOffset(Vector<int>(2, 3));
-
- tiles[24].SetOffset(Vector<int>(2, 1));
- tiles[25].SetOffset(Vector<int>(4, 0));
- tiles[26].SetOffset(Vector<int>(3, 0));
- tiles[27].SetOffset(Vector<int>(3, 0));
- tiles[28].SetOffset(Vector<int>(0, 4));
- tiles[29].SetOffset(Vector<int>(1, 4));
- tiles[30].SetOffset(Vector<int>(1, 4));
- tiles[31].SetOffset(Vector<int>(2, 4));
-
- tiles[32].SetOffset(Vector<int>(2, 1));
- tiles[33].SetOffset(Vector<int>(4, 0));
- tiles[34].SetOffset(Vector<int>(3, 0));
- tiles[35].SetOffset(Vector<int>(3, 0));
- tiles[36].SetOffset(Vector<int>(3, 0));
- tiles[37].SetOffset(Vector<int>(3, 0));
- tiles[38].SetOffset(Vector<int>(3, 0));
- tiles[39].SetOffset(Vector<int>(3, 0));
-
- tiles[40].SetOffset(Vector<int>(2, 1));
- tiles[41].SetOffset(Vector<int>(4, 0));
- tiles[42].SetOffset(Vector<int>(3, 0));
- tiles[43].SetOffset(Vector<int>(3, 0));
- tiles[44].SetOffset(Vector<int>(3, 0));
- tiles[45].SetOffset(Vector<int>(4, 0));
- tiles[46].SetOffset(Vector<int>(4, 0));
- tiles[47].SetOffset(Vector<int>(4, 0));
-
- tiles[48].SetOffset(Vector<int>(2, 1));
- tiles[49].SetOffset(Vector<int>(4, 0));
- tiles[50].SetOffset(Vector<int>(3, 0));
- tiles[51].SetOffset(Vector<int>(3, 0));
- tiles[52].SetOffset(Vector<int>(0, 0));
- tiles[53].SetOffset(Vector<int>(1, 0));
- tiles[54].SetOffset(Vector<int>(1, 0));
- tiles[55].SetOffset(Vector<int>(1, 0));
-
- tiles[56].SetOffset(Vector<int>(2, 1));
- tiles[57].SetOffset(Vector<int>(4, 0));
- tiles[58].SetOffset(Vector<int>(3, 0));
- tiles[59].SetOffset(Vector<int>(3, 0));
- tiles[60].SetOffset(Vector<int>(0, 1));
- tiles[61].SetOffset(Vector<int>(1, 1));
- tiles[62].SetOffset(Vector<int>(1, 1));
- tiles[63].SetOffset(Vector<int>(1, 1));
-
- Area area;
- area.SetTiles(tiles, 64);
- area.SetWidth(8);
+ Tile tiles1[64];
+
+ tiles1[ 0].SetOffset(Vector<int>(2, 1));
+ tiles1[ 1].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_WEST);
+ tiles1[ 2].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
+ tiles1[ 3].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_EAST);
+ tiles1[ 4].SetOffset(Vector<int>(0, 1));
+ tiles1[ 5].SetOffset(Vector<int>(2, 0));
+ tiles1[ 6].SetOffset(Vector<int>(2, 0));
+ tiles1[ 7].SetOffset(Vector<int>(2, 0));
+
+ tiles1[ 8].SetOffset(Vector<int>(2, 1));
+ tiles1[ 9].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
+ tiles1[10].SetOffset(Vector<int>(3, 0));
+ tiles1[11].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
+ tiles1[12].SetOffset(Vector<int>(0, 2));
+ tiles1[13].SetOffset(Vector<int>(1, 2));
+ tiles1[14].SetOffset(Vector<int>(1, 2));
+ tiles1[15].SetOffset(Vector<int>(1, 2));
+
+ tiles1[16].SetOffset(Vector<int>(2, 1));
+ tiles1[17].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
+ tiles1[18].SetOffset(Vector<int>(3, 0));
+ tiles1[19].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
+ tiles1[20].SetOffset(Vector<int>(0, 3));
+ tiles1[21].SetOffset(Vector<int>(1, 3));
+ tiles1[22].SetOffset(Vector<int>(1, 3));
+ tiles1[23].SetOffset(Vector<int>(2, 3));
+
+ tiles1[24].SetOffset(Vector<int>(2, 1));
+ tiles1[25].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
+ tiles1[26].SetOffset(Vector<int>(3, 0));
+ tiles1[27].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
+ tiles1[28].SetOffset(Vector<int>(0, 4));
+ tiles1[29].SetOffset(Vector<int>(1, 4));
+ tiles1[30].SetOffset(Vector<int>(1, 4));
+ tiles1[31].SetOffset(Vector<int>(2, 4));
+
+ tiles1[32].SetOffset(Vector<int>(2, 1));
+ tiles1[33].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
+ tiles1[34].SetOffset(Vector<int>(3, 0));
+ tiles1[35].SetOffset(Vector<int>(3, 0));
+ tiles1[36].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
+ tiles1[37].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
+ tiles1[38].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
+ tiles1[39].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
+
+ tiles1[40].SetOffset(Vector<int>(2, 1));
+ tiles1[41].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
+ tiles1[42].SetOffset(Vector<int>(3, 0));
+ tiles1[43].SetOffset(Vector<int>(3, 0));
+ tiles1[44].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH);
+ tiles1[45].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
+ tiles1[46].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
+ tiles1[47].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
+
+ tiles1[48].SetOffset(Vector<int>(2, 1));
+ tiles1[49].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
+ tiles1[50].SetOffset(Vector<int>(3, 0));
+ tiles1[51].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
+ tiles1[52].SetOffset(Vector<int>(0, 0));
+ tiles1[53].SetOffset(Vector<int>(1, 0));
+ tiles1[54].SetOffset(Vector<int>(1, 0));
+ tiles1[55].SetOffset(Vector<int>(1, 0));
+
+ tiles1[56].SetOffset(Vector<int>(2, 1));
+ tiles1[57].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH | Tile::BLOCK_WEST);
+ tiles1[58].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH);
+ tiles1[59].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH | Tile::BLOCK_EAST);
+ tiles1[60].SetOffset(Vector<int>(0, 1));
+ tiles1[61].SetOffset(Vector<int>(1, 1));
+ tiles1[62].SetOffset(Vector<int>(1, 1));
+ tiles1[63].SetOffset(Vector<int>(1, 1));
+
+ Tile tiles2[64];
+
+ tiles2[ 0].SetOffset(Vector<int>(2, 0));
+ tiles2[ 1].SetOffset(Vector<int>(2, 0));
+ tiles2[ 2].SetOffset(Vector<int>(2, 0));
+ tiles2[ 3].SetOffset(Vector<int>(2, 0));
+ tiles2[ 4].SetOffset(Vector<int>(2, 0));
+ tiles2[ 5].SetOffset(Vector<int>(2, 0));
+ tiles2[ 6].SetOffset(Vector<int>(2, 0));
+ tiles2[ 7].SetOffset(Vector<int>(2, 0));
+
+ tiles2[ 8].SetOffset(Vector<int>(1, 2));
+ tiles2[ 9].SetOffset(Vector<int>(1, 2));
+ tiles2[10].SetOffset(Vector<int>(5, 3));
+ tiles2[11].SetOffset(Vector<int>(2, 0));
+ tiles2[12].SetOffset(Vector<int>(2, 0));
+ tiles2[13].SetOffset(Vector<int>(2, 0));
+ tiles2[14].SetOffset(Vector<int>(2, 0));
+ tiles2[15].SetOffset(Vector<int>(2, 0));
+
+ tiles2[16].SetOffset(Vector<int>(3, 3));
+ tiles2[17].SetOffset(Vector<int>(0, 3));
+ tiles2[18].SetOffset(Vector<int>(0, 1));
+ tiles2[19].SetOffset(Vector<int>(2, 0));
+ tiles2[20].SetOffset(Vector<int>(2, 0));
+ tiles2[21].SetOffset(Vector<int>(2, 0));
+ tiles2[22].SetOffset(Vector<int>(2, 0));
+ tiles2[23].SetOffset(Vector<int>(2, 0));
+
+ tiles2[24].SetOffset(Vector<int>(3, 4)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_EAST | Tile::BLOCK_WEST);
+ tiles2[25].SetOffset(Vector<int>(0, 4));
+ tiles2[26].SetOffset(Vector<int>(0, 1));
+ tiles2[27].SetOffset(Vector<int>(2, 0));
+ tiles2[28].SetOffset(Vector<int>(2, 0));
+ tiles2[29].SetOffset(Vector<int>(2, 0));
+ tiles2[30].SetOffset(Vector<int>(2, 0));
+ tiles2[31].SetOffset(Vector<int>(2, 0));
+
+ tiles2[32].SetOffset(Vector<int>(5, 0));
+ tiles2[33].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_EAST);
+ tiles2[34].SetOffset(Vector<int>(0, 1));
+ tiles2[35].SetOffset(Vector<int>(2, 0));
+ tiles2[36].SetOffset(Vector<int>(2, 0));
+ tiles2[37].SetOffset(Vector<int>(2, 0));
+ tiles2[38].SetOffset(Vector<int>(2, 0));
+ tiles2[39].SetOffset(Vector<int>(2, 0));
+
+ tiles2[40].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
+ tiles2[41].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH | Tile::BLOCK_EAST);
+ tiles2[42].SetOffset(Vector<int>(0, 1));
+ tiles2[43].SetOffset(Vector<int>(2, 0));
+ tiles2[44].SetOffset(Vector<int>(2, 0));
+ tiles2[45].SetOffset(Vector<int>(2, 0));
+ tiles2[46].SetOffset(Vector<int>(2, 0));
+ tiles2[47].SetOffset(Vector<int>(2, 0));
+
+ tiles2[48].SetOffset(Vector<int>(1, 0));
+ tiles2[49].SetOffset(Vector<int>(1, 0));
+ tiles2[50].SetOffset(Vector<int>(5, 4));
+ tiles2[51].SetOffset(Vector<int>(2, 0));
+ tiles2[52].SetOffset(Vector<int>(2, 0));
+ tiles2[53].SetOffset(Vector<int>(2, 0));
+ tiles2[54].SetOffset(Vector<int>(2, 0));
+ tiles2[55].SetOffset(Vector<int>(2, 0));
+
+ tiles2[56].SetOffset(Vector<int>(2, 0));
+ tiles2[57].SetOffset(Vector<int>(2, 0));
+ tiles2[58].SetOffset(Vector<int>(2, 0));
+ tiles2[59].SetOffset(Vector<int>(2, 0));
+ tiles2[60].SetOffset(Vector<int>(2, 0));
+ tiles2[61].SetOffset(Vector<int>(2, 0));
+ tiles2[62].SetOffset(Vector<int>(2, 0));
+ tiles2[63].SetOffset(Vector<int>(2, 0));
+
+ Area areas[2];
+ areas[0].SetTiles(tiles1, 64);
+ areas[0].SetWidth(8);
+ areas[1].SetTiles(tiles2, 64);
+ areas[1].SetWidth(8);
+
+ Trigger triggers[1];
+ triggers[0].SetTilePosition(Vector<int>(8, 3));
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);
+ map.SetAreas(areas, 2);
map.SetTileset(&tileset);
- map.SetWidth(1);
+ map.SetTriggers(triggers, 1);
+ map.SetWidth(2);
+
+ 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.SetAnimation(&mapMaximAnimation);
+ mapMaxim.Position() = Vector<float>(64, 128);
+ mapMaxim.SpriteOffset() = Vector<float>(0, -32);
+
+ 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>(64, 128);
+ mapSelan.SpriteOffset() = Vector<float>(0, -32);
+ mapSelan.SetFlags(Entity::FLAG_NONBLOCKING);
+ 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>(64, 128);
+ mapGuy.SpriteOffset() = Vector<float>(0, -32);
+ mapGuy.SetFlags(Entity::FLAG_NONBLOCKING);
+ 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>(64, 128);
+ mapDekar.SpriteOffset() = Vector<float>(0, -32);
+ mapDekar.SetFlags(Entity::FLAG_NONBLOCKING);
+ mapGuy.AddFollower(&mapDekar);
+
+ SDL_Surface *mapMonsterImg(IMG_Load("test-data/monster-map.png"));
+ Sprite mapMonsterSprite(mapMonsterImg, 32, 32);
+ SimpleAnimation mapMonsterAnimation(&mapMonsterSprite, 500, 2, 0, 0, true);
+ Entity mapMonster;
+ mapMonster.SetAnimation(&mapMonsterAnimation);
+ mapMonster.Position() = Vector<float>(64, 32);
+ mapMonster.SetOrientation(Entity::ORIENTATION_SOUTH);
InitScreen screen(width, height);
state = battleState;
} else {
MapState *mapState(new MapState(&map));
+
+ mapState->AddEntity(&mapMaxim);
+ mapState->AddEntity(&mapSelan);
+ mapState->AddEntity(&mapGuy);
+ mapState->AddEntity(&mapDekar);
+
+ mapState->ControlEntity(&mapMaxim);
+ mapState->SetWalkingSpeed(walkSpeed);
+
+ mapState->AddEntity(&mapMonster);
+ mapMonster.StartAnimation(*mapState);
+
state = mapState;
}
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);
app.Run();
return 0;