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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"
void loop(Renderer& renderer, Mixer& mixer) {
Game game;
game.emplaceSystem<TransformSystem>();
game.emplaceSystem<CameraSystem>();
game.emplaceSystem<AnimationSystem>();
game.emplaceSystem<CharacterSystem>();
Input keystate;
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);
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);
Timer inputTimer(33);
size_t lastTime = SDL_GetTicks();
for (;;) {
size_t currentTime = SDL_GetTicks();
size_t frameTime = currentTime - lastTime;
lastTime = currentTime;
SDL_Event e;
while (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT || (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_ESCAPE)) {
return;
} else if (e.type == SDL_KEYDOWN && (e.key.keysym.sym == SDLK_LSHIFT || e.key.keysym.sym == SDLK_RSHIFT)) {
game.getSystem<CharacterSystem>().beginCrouch(lucasSprite);
} else if (e.type == SDL_KEYUP && (e.key.keysym.sym == SDLK_LSHIFT || e.key.keysym.sym == SDLK_RSHIFT)) {
game.getSystem<CharacterSystem>().endCrouch(lucasSprite);
}
}
const Uint8* state = SDL_GetKeyboardState(NULL);
keystate.left = state[SDL_SCANCODE_LEFT];
keystate.right = state[SDL_SCANCODE_RIGHT];
keystate.up = state[SDL_SCANCODE_UP];
keystate.down = state[SDL_SCANCODE_DOWN];
inputTimer.accumulate(frameTime);
while (inputTimer.step()) {
game.getSystem<CharacterSystem>().moveSprite(lucasSprite, mixer, keystate);
}
for (System& system : game.systems()) {
system.tick(frameTime);
}
renderer.render(game);
}
}
int main(int, char**) {
try
{
Renderer renderer;
Mixer mixer;
loop(renderer, mixer);
} catch (const sdl_error& ex)
{
std::cout << "SDL error (" << ex.what() << ")" << std::endl;
}
return 0;
}
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