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#include <iostream>
#include <memory>
#include <random>
#include "renderer.h"
#include "game.h"
#include "timer.h"
#include "map.h"
#include "transform_system.h"
#include "camera_system.h"
#include "animation_system.h"
#include "character_system.h"
#include "input_system.h"
#include "message_system.h"
#include "script_system.h"
#include "effect_system.h"
#include "behaviour_system.h"
void loop(Renderer& renderer, std::mt19937& rng) {
Game game(renderer, rng);
game.emplaceSystem<ScriptSystem>();
game.emplaceSystem<TransformSystem>();
game.emplaceSystem<InputSystem>();
game.emplaceSystem<BehaviourSystem>();
game.emplaceSystem<CharacterSystem>();
game.emplaceSystem<AnimationSystem>();
game.emplaceSystem<CameraSystem>();
game.emplaceSystem<MessageSystem>();
game.emplaceSystem<EffectSystem>();
game.loadMap("pink_shell");
vec2i warpLoc = game.getMap().getWarpPoint("fromOutside");
int lucasSprite = game.emplaceSprite("lucas");
game.getSystem<TransformSystem>().initSprite(lucasSprite, warpLoc);
game.getSystem<TransformSystem>().setUpCollision(lucasSprite, {-8, -8}, {12, 8}, true);
game.getSystem<AnimationSystem>().initSprite(lucasSprite, "../res/sprites/lucas_anim.txt");
game.getSystem<AnimationSystem>().setSpriteDirection(lucasSprite, Direction::down);
game.getSprite(lucasSprite).normallyHasShadow = true;
game.getSprite(lucasSprite).player = true;
game.getSprite(lucasSprite).controllable = true;
game.getSprite(lucasSprite).persistent = true;
game.getSystem<CharacterSystem>().initSprite(lucasSprite, LUCAS_MOVEMENT_SPEED);
game.getSystem<CameraSystem>().setFollowingSprite(lucasSprite);
game.getSystem<CameraSystem>().unlockCamera();
int kumaSprite = game.emplaceSprite("kuma");
game.getSystem<TransformSystem>().initSprite(kumaSprite, warpLoc);
game.getSystem<AnimationSystem>().initSprite(kumaSprite, "../res/sprites/kuma_anim.txt");
game.getSystem<AnimationSystem>().setSpriteDirection(kumaSprite, Direction::down);
game.getSprite(kumaSprite).normallyHasShadow = true;
game.getSprite(kumaSprite).persistent = true;
game.getSystem<CharacterSystem>().addSpriteToParty(lucasSprite, kumaSprite);
int dusterSprite = game.emplaceSprite("duster");
game.getSystem<TransformSystem>().initSprite(dusterSprite, warpLoc);
game.getSystem<AnimationSystem>().initSprite(dusterSprite, "../res/sprites/duster_anim.txt");
game.getSystem<AnimationSystem>().setSpriteDirection(dusterSprite, Direction::down);
game.getSprite(dusterSprite).normallyHasShadow = true;
game.getSprite(dusterSprite).persistent = true;
game.getSystem<CharacterSystem>().addSpriteToParty(lucasSprite, dusterSprite);
int boneySprite = game.emplaceSprite("boney");
game.getSystem<TransformSystem>().initSprite(boneySprite, warpLoc);
game.getSystem<AnimationSystem>().initSprite(boneySprite, "../res/sprites/boney_anim.txt");
game.getSystem<AnimationSystem>().setSpriteDirection(boneySprite, Direction::down);
game.getSprite(boneySprite).normallyHasShadow = true;
game.getSprite(boneySprite).persistent = true;
game.getSystem<CharacterSystem>().addSpriteToParty(lucasSprite, boneySprite);
renderer.render(game);
if (game.getMap().hasMusic()) {
game.getMixer().playMusic(game.getMap().getMusic());
}
size_t lastTime = SDL_GetTicks();
while (!game.shouldQuit()) {
size_t currentTime = SDL_GetTicks();
size_t frameTime = currentTime - lastTime;
lastTime = currentTime;
for (System& system : game.systems()) {
system.tick(frameTime);
}
renderer.render(game);
}
}
int main(int, char**) {
std::random_device randomEngine;
std::mt19937 rng(randomEngine());
try
{
Renderer renderer;
loop(renderer, rng);
} catch (const sdl_error& ex)
{
std::cout << "SDL error (" << ex.what() << ")" << std::endl;
}
return 0;
}
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