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path: root/src/main.cpp
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#include <iostream>
#include <memory>
#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"

void loop(Renderer& renderer) {
  Game game(renderer);
  game.emplaceSystem<TransformSystem>();
  game.emplaceSystem<InputSystem>();
  game.emplaceSystem<CharacterSystem>();
  game.emplaceSystem<AnimationSystem>();
  game.emplaceSystem<CameraSystem>();
  game.emplaceSystem<MessageSystem>();
  game.emplaceSystem<ScriptSystem>();

  auto map = std::make_unique<Map>("../res/maps/map1.tmx", renderer);
  game.setMap(std::move(map));

  int lucasSprite = game.emplaceSprite("lucas");
  game.getSystem<TransformSystem>().initSprite(lucasSprite, game.getMap().getWarpPoint("spawn"));
  game.getSystem<TransformSystem>().setUpCollision(lucasSprite, {-8, -8}, {12, 8}, true);
  game.getSystem<AnimationSystem>().initSprite(lucasSprite, "../res/sprites/lucas_anim.txt", renderer);
  game.getSprite(lucasSprite).controllable = true;
  game.getSystem<CharacterSystem>().initSprite(lucasSprite);

  int kumaSprite = game.emplaceSprite("kuma");
  game.getSystem<TransformSystem>().initSprite(kumaSprite, {32, 32});
  game.getSystem<AnimationSystem>().initSprite(kumaSprite, "../res/sprites/kuma_anim.txt", renderer);
  game.getSystem<CharacterSystem>().addSpriteToParty(lucasSprite, kumaSprite);

  int dusterSprite = game.emplaceSprite("duster");
  game.getSystem<TransformSystem>().initSprite(dusterSprite, {32, 32});
  game.getSystem<AnimationSystem>().initSprite(dusterSprite, "../res/sprites/duster_anim.txt", renderer);
  game.getSystem<CharacterSystem>().addSpriteToParty(lucasSprite, dusterSprite);

  int boneySprite = game.emplaceSprite("boney");
  game.getSystem<TransformSystem>().initSprite(boneySprite, {32, 32});
  game.getSystem<AnimationSystem>().initSprite(boneySprite, "../res/sprites/boney_anim.txt", renderer);
  game.getSystem<CharacterSystem>().addSpriteToParty(lucasSprite, boneySprite);

  for (const Prototype& p : game.getMap().getPrototypes()) {
    int spriteId = game.emplaceSprite(p.name);
    game.getSystem<TransformSystem>().initSprite(spriteId, p.pos);
    game.getSystem<TransformSystem>().setUpCollision(spriteId, p.collisionOffset, p.collisionSize, true);
    game.getSystem<AnimationSystem>().initSprite(spriteId, p.animationFilename, renderer);
    game.getSprite(spriteId).interactionScript = p.interactionScript;
  }

  for (const Trigger& t : game.getMap().getTriggers()) {
    int spriteId = game.emplaceSprite(t.name);
    game.getSystem<TransformSystem>().initSprite(spriteId, t.pos);
    game.getSystem<TransformSystem>().setUpCollision(spriteId, {0, 0}, t.size, false);
    game.getSprite(spriteId).walkthroughScript = t.script;
  }

  game.getSystem<CameraSystem>().setFollowingSprite(lucasSprite);
  game.getSystem<CameraSystem>().unlockCamera();

  renderer.render(game);

  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**) {
  try
  {
    Renderer renderer;

    loop(renderer);
  } catch (const sdl_error& ex)
  {
    std::cout << "SDL error (" << ex.what() << ")" << std::endl;
  }

  return 0;
}