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