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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.gridPos.x() = 1;
  entity.gridPos.y() = 5;
  entity.size = TILE_SIZE;
  entity.speed = 3.0;
  entity.controllable = true;
  entity.colliderType = ColliderType::player;
  entity.colorVal = 180;

  Simulation::id_type crateId = sim.emplaceEntity();
  Entity& crate = sim.getEntity(crateId);
  crate.gridPos.x() = 4;
  crate.gridPos.y() = 5;
  crate.size = TILE_SIZE;
  crate.speed = 4.0;
  crate.playerCanPush = true;

  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);
  }
}