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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"
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>();
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();
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;
}
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