main
Jonathan Hager 3 years ago
parent e3ffb48906
commit 3032e3b1ef
Signed by: JonathanHager
GPG Key ID: 34881E488569708C

@ -44,7 +44,7 @@ void IsometricRendererRenderIsometricMap(IsometricMap **map, InputHandler *input
int j = 0;
for(n = 0; n < 10; n++){
if(map[n] == 0){
break;
continue;
}
for(i=0; i < map[n]->widthBounds; i++){
for(j=0; j < map[n]->heightBounds; j++){

@ -7,18 +7,17 @@
#include "IsometricMap/isometricMap.h"
#include "stdio.h"
Game * GameInit(){
Game *game = (Game *) malloc(sizeof(Game));
Game *GameInit()
{
Game *game = (Game *)malloc(sizeof(Game));
game->cursorTextures[0] = LoadTexture("assets/cursor.gif");
game->cursorTextures[1] = LoadTexture("assets/cursor_down.gif");
//game->cursorSprite = {&(cursorTextures[0]), 450, 225};
//game->cursorSprite = (Sprite *) malloc(sizeof(Sprite));
// game->cursorSprite = {&(cursorTextures[0]), 450, 225};
// game->cursorSprite = (Sprite *) malloc(sizeof(Sprite));
game->cursorSprite = SpriteCreate(game->cursorTextures, 450, 225);
Image worker1flip = LoadImage("assets/worker/worker-1.png");
ImageFlipHorizontal(&worker1flip);
Image worker2flip = LoadImage("assets/worker/worker-2.png");
@ -34,7 +33,7 @@ Game * GameInit(){
game->worker[1] = LoadTextureFromImage(worker3flip);
game->worker[2] = LoadTexture("assets/worker/worker-4.png");
game->inputHandler = (InputHandler *) malloc(sizeof(InputHandler));
game->inputHandler = (InputHandler *)malloc(sizeof(InputHandler));
game->inputHandler->pressed = 0;
game->inputHandler->rectStart.x = 0;
game->inputHandler->rectStart.y = 0;
@ -48,63 +47,72 @@ Game * GameInit(){
game->inputHandler->cursorTextures = game->cursorTextures;
game->inputHandler->cursorSprite = game->cursorSprite;
game->camera = (Camera2D *) malloc(sizeof(Camera2D));
game->camera = (Camera2D *)malloc(sizeof(Camera2D));
game->camera->target.x = 0;
game->camera->target.y = 0;
game->camera->rotation = 0.0f;
game->camera->zoom = 1.0f;
game->camera->offset.x = 0;
game->camera->offset.y = 0;
game->sprites = ListInit();
game->layers = ((IsometricMap **) malloc(10*sizeof(IsometricMap *)));
game->layers = ((IsometricMap **)malloc(10 * sizeof(IsometricMap *)));
// Test Layers ---
int n = 0;
int i = 0;
int j = 0;
for(n = 0; n < 10; n++){
for (n = 0; n < 10; n++)
{
((game->layers))[n] = IsometricMapInit(n);
}
for(n = 0; n <= 10; n++){
for(i = 0; i < 100; i++){
for(j = 0; j < 100; j++){
switch(n){
case 0:
for (n = 0; n <= 10; n++)
{
for (i = 0; i < 100; i++)
{
for (j = 0; j < 100; j++)
{
switch (n)
{
case 0:
IsometricMapAddTile(((game->layers))[n], i, j, 0);
break;
case 1:
if (i > 35 && i < 50 && j > 45 && j < 60)
{
IsometricMapAddTile(((game->layers))[n], i, j, 0);
break;
case 1:
if(i > 35 && i < 50 && j > 45 && j < 60){
IsometricMapAddTile(((game->layers))[n], i, j, 0);
}
break;
case 2:
if(i > 40 && i < 44 && j > 50 && j < 54){
IsometricMapAddTile(((game->layers))[n], i, j, 1);
}
break;
}
break;
case 2:
if (i > 40 && i < 44 && j > 50 && j < 54)
{
IsometricMapAddTile(((game->layers))[n], i, j, 1);
}
break;
}
}
}
}
}
printf("ALARM\n");
for(n = 0; n <= 10; n++){
for(i = 0; i < 20-n*2; i++){
for(j = 0; j < 20-n*2; j++){
for (n = 0; n <= 10; n++)
{
for (i = 0; i < 20 - n * 2; i++)
{
for (j = 0; j < 20 - n * 2; j++)
{
IsometricMapAddTile(((game->layers))[n], i, j, 0);
if(n == 9){
if (n == 9)
{
IsometricMapAddTile(((game->layers))[n], i, j, 1);
}
}
}
}
printf("ALARM\n");
// -------
return game;
}

BIN
game.o

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

BIN
list.o

Binary file not shown.

@ -13,6 +13,7 @@ int main(){
InitWindow(800, 450, "basic window");
Texture2D amulet = LoadTexture("assets/amulet.png");
Game *game = GameInit();
// Hides the operating systems own cursor
@ -23,13 +24,12 @@ int main(){
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode2D(*(game->camera));
IsometricRendererRenderIsometricMap(game->layers, game->inputHandler);
ListDrawAllSprites(game->sprites, game->layers[0], game->camera);
DrawTexture(amulet, 400, 225, WHITE);
EndMode2D();
// Moving cursor Sprite to Mouse Pos and drawing it

BIN
main.o

Binary file not shown.

BIN
spiel

Binary file not shown.

Binary file not shown.

BIN
tile.o

Binary file not shown.
Loading…
Cancel
Save