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#include "renderer.h"
#include <random>
#include "simulation.h"
#include "level.h"
int main(int, char**)
{
std::random_device randomEngine;
std::mt19937 rng(randomEngine());
Renderer renderer;
Level level;
Simulation sim(level);
Simulation::id_type player = sim.emplaceEntity();
Entity& entity = sim.getEntity(player);
entity.size = TILE_SIZE;
entity.speed = 3.0;
entity.controllable = true;
entity.colliderType = ColliderType::player;
entity.colorVal = 180;
sim.setGridPos(player, vec2s { 1, 5 } );
Simulation::id_type crateId = sim.emplaceEntity();
Entity& crate = sim.getEntity(crateId);
crate.size = TILE_SIZE;
crate.speed = 4.0;
crate.colliderType = ColliderType::crate;
crate.canBePushedBy.insert(ColliderType::player);
crate.canBePushedBy.insert(ColliderType::crate);
sim.setGridPos(crateId, vec2s { 4, 5 } );
Simulation::id_type crateId2 = sim.emplaceEntity();
Entity& crate2 = sim.getEntity(crateId2);
crate2.size = TILE_SIZE;
crate2.speed = 4.0;
crate2.colliderType = ColliderType::crate;
crate2.canBePushedBy.insert(ColliderType::player);
crate2.canBePushedBy.insert(ColliderType::crate);
sim.setGridPos(crateId2, vec2s { 6, 7 } );
bool quit = false;
SDL_Event e;
size_t lastTime = SDL_GetTicks();
while (!quit)
{
size_t currentTime = SDL_GetTicks();
size_t frameTime = currentTime - lastTime;
lastTime = currentTime;
while (SDL_PollEvent(&e))
{
if (e.type == SDL_QUIT)
{
quit = true;
} else if (e.type == SDL_KEYDOWN)
{
switch (e.key.keysym.sym)
{
case SDLK_ESCAPE:
{
quit = true;
break;
}
}
}
}
const Uint8* state = SDL_GetKeyboardState(NULL);
sim.tick(frameTime / 1000.0, state);
renderer.render(sim);
}
}
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