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#include "game.h"
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#include "stdlib.h"
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#include "raylib.h"
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#include "sprite.h"
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#include "List/list.h"
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#include "Input/inputHandler.h"
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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->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->texture = &(game->cursorTextures[0]);
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game->cursorSprite->x = 450;
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game->cursorSprite->y = 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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ImageFlipHorizontal(&worker2flip);
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Image worker3flip = LoadImage("assets/worker/worker-3.png");
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ImageFlipHorizontal(&worker3flip);
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game->worker[6] = LoadTexture("assets/worker/worker-0.png");
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game->worker[5] = LoadTexture("assets/worker/worker-1.png");
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game->worker[7] = LoadTextureFromImage(worker1flip);
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game->worker[4] = LoadTexture("assets/worker/worker-2.png");
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game->worker[0] = LoadTextureFromImage(worker2flip);
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game->worker[3] = LoadTexture("assets/worker/worker-3.png");
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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->pressed = 0;
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game->inputHandler->rectStart.x = 0;
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game->inputHandler->rectStart.y = 0;
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game->inputHandler->cursorPos.x = 0;
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game->inputHandler->cursorPos.y = 0;
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game->inputHandler->cursorWorldPos.x = 0;
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game->inputHandler->cursorWorldPos.y = 0;
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game->inputHandler->cursorWorldTile.x = 0;
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game->inputHandler->cursorWorldTile.y = 0;
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game->inputHandler->selectedLayer = -1;
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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->target = (Vector2){0, 0};
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game->camera->rotation = 0.0f;
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game->camera->zoom = 1.0f;
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game->sprites = ListInit();
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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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(*(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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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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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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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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IsometricMapAddTile((*(game->layers))[n], i, j, 0);
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if(n == 9){
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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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@ -0,0 +1,21 @@
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#ifndef GAME_H_
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#define GAME_H_
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#include "raylib.h"
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#include "sprite.h"
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#include "List/list.h"
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#include "Input/inputHandler.h"
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typedef struct Game {
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Texture2D cursorTextures[2];
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Sprite *cursorSprite;
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Texture2D worker[8];
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List *sprites;
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InputHandler *inputHandler;
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Camera2D *camera;
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IsometricMap ***layers;
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} Game;
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Game * GameInit();
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#endif
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