#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"
using loader::Parser;
using loader::TypeDescription;
using map::Area;
+using map::Entity;
using map::Map;
using map::MapState;
using map::Tile;
map.SetTileset(&tileset);
map.SetWidth(1);
+ SDL_Surface *mapMaximImg(IMG_Load("test-data/maxim-map.png"));
+ Sprite mapMaximSprite(mapMaximImg, 32, 64);
+ Entity mapMaxim;
+ mapMaxim.SetSprite(&mapMaximSprite);
+ mapMaxim.Position() = Vector<float>(80, 160);
+
InitScreen screen(width, height);
app::State *state(0);
state = battleState;
} else {
MapState *mapState(new MapState(&map));
+ mapState->AddEntity(&mapMaxim);
+ mapState->ControlEntity(&mapMaxim);
state = mapState;
}