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@ -8,17 +8,14 @@
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#include "stdio.h"
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#include "stdio.h"
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Game * GameInit(){
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Game * GameInit(){
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Game *game = (Game *) malloc(sizeof(Game));
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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[0] = LoadTexture("assets/cursor.gif");
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game->cursorTextures[1] = LoadTexture("assets/cursor_down.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 = {&(cursorTextures[0]), 450, 225};
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game->cursorSprite = (Sprite *) malloc(sizeof(Sprite));
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//game->cursorSprite = (Sprite *) malloc(sizeof(Sprite));
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game->cursorSprite->texture = &(game->cursorTextures[0]);
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game->cursorSprite = SpriteCreate(game->cursorTextures, 450, 225);
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game->cursorSprite->x = 450;
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game->cursorSprite->y = 225;
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@ -52,13 +49,14 @@ Game * GameInit(){
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game->inputHandler->cursorSprite = game->cursorSprite;
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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 = (Vector2){0, 0};
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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->rotation = 0.0f;
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game->camera->zoom = 1.0f;
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game->camera->zoom = 1.0f;
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game->sprites = ListInit();
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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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// Test Layers ---
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int n = 0;
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int n = 0;
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@ -66,7 +64,7 @@ Game * GameInit(){
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int j = 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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(*(game->layers))[n] = IsometricMapInit(n);
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((game->layers))[n] = IsometricMapInit(n);
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}
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}
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for(n = 0; n <= 10; n++){
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for(n = 0; n <= 10; n++){
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@ -74,16 +72,16 @@ Game * GameInit(){
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for(j = 0; j < 100; j++){
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for(j = 0; j < 100; j++){
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switch(n){
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switch(n){
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case 0:
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case 0:
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IsometricMapAddTile((*(game->layers))[n], i, j, 0);
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IsometricMapAddTile(((game->layers))[n], i, j, 0);
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break;
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break;
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case 1:
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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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IsometricMapAddTile((*(game->layers))[n], i, j, 0);
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IsometricMapAddTile(((game->layers))[n], i, j, 0);
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}
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}
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break;
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break;
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case 2:
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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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IsometricMapAddTile((*(game->layers))[n], i, j, 1);
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IsometricMapAddTile(((game->layers))[n], i, j, 1);
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}
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}
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break;
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break;
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}
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}
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@ -96,9 +94,9 @@ Game * GameInit(){
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for(n = 0; n <= 10; 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(i = 0; i < 20-n*2; i++){
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for(j = 0; j < 20-n*2; j++){
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for(j = 0; j < 20-n*2; j++){
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IsometricMapAddTile((*(game->layers))[n], i, j, 0);
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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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IsometricMapAddTile((*(game->layers))[n], i, j, 1);
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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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}
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}
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