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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 "mixer.h"
#include "transform_system.h"
#include "camera_system.h"
#include "animation_system.h"
#include "character_system.h"
#include "input_system.h"

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

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

  int lucasSprite = game.emplaceSprite();
  game.getSystem<TransformSystem>().initSprite(lucasSprite, {32, 32});
  game.getSystem<AnimationSystem>().initSprite(lucasSprite, "../res/lucas_anim.txt", renderer);
  game.getSprite(lucasSprite).controllable = true;
  game.getSystem<CharacterSystem>().initSprite(lucasSprite);

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

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

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

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

  renderer.render(game);

  size_t lastTime = SDL_GetTicks();

  for (;;) {
    size_t currentTime = SDL_GetTicks();
    size_t frameTime = currentTime - lastTime;
    lastTime = currentTime;

    for (System& system : game.systems()) {
      system.tick(frameTime);
    }

    renderer.render(game);

    if (game.shouldQuit()) {
      return;
    }
  }
}

int main(int, char**) {
  try
  {
    Renderer renderer;

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

  return 0;
}