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)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_WEST);
- tiles[ 2].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
- tiles[ 3].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_EAST);
- 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)).SetFlags(Tile::BLOCK_WEST);
- tiles[10].SetOffset(Vector<int>(3, 0));
- tiles[11].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
- 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)).SetFlags(Tile::BLOCK_WEST);
- tiles[18].SetOffset(Vector<int>(3, 0));
- tiles[19].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
- 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)).SetFlags(Tile::BLOCK_WEST);
- tiles[26].SetOffset(Vector<int>(3, 0));
- tiles[27].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
- 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)).SetFlags(Tile::BLOCK_WEST);
- tiles[34].SetOffset(Vector<int>(3, 0));
- tiles[35].SetOffset(Vector<int>(3, 0));
- tiles[36].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
- tiles[37].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
- tiles[38].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH);
- tiles[39].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_NORTH | Tile::BLOCK_EAST);
-
- tiles[40].SetOffset(Vector<int>(2, 1));
- tiles[41].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
- tiles[42].SetOffset(Vector<int>(3, 0));
- tiles[43].SetOffset(Vector<int>(3, 0));
- tiles[44].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH);
- tiles[45].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
- tiles[46].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH);
- tiles[47].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_SOUTH | Tile::BLOCK_EAST);
-
- tiles[48].SetOffset(Vector<int>(2, 1));
- tiles[49].SetOffset(Vector<int>(4, 0)).SetFlags(Tile::BLOCK_WEST);
- tiles[50].SetOffset(Vector<int>(3, 0));
- tiles[51].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_EAST);
- 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)).SetFlags(Tile::BLOCK_SOUTH | Tile::BLOCK_WEST);
- tiles[58].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH);
- tiles[59].SetOffset(Vector<int>(3, 0)).SetFlags(Tile::BLOCK_SOUTH | Tile::BLOCK_EAST);
- 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 areas[1];
- areas[0].SetTiles(tiles, 64);
+ 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>(2, 0));
Sprite tileset(tilesetImg, tileSize, tileSize);
Map map;
- map.SetAreas(areas, 1);
+ map.SetAreas(areas, 2);
map.SetTileset(&tileset);
map.SetTriggers(triggers, 1);
- map.SetWidth(1);
+ map.SetWidth(2);
SDL_Surface *mapMaximImg(IMG_Load("test-data/maxim-map.png"));
Sprite mapMaximSprite(mapMaximImg, 32, 64);