#include "raylib.h" #include #include #include "sprite.h" #include "Input/inputHandler.h" #include "raymath.h" #include "List/list.h" #include "IsometricMap/isometricRenderer.h" #include "IsometricMap/isometricMap.h" #include "game.h" int main(){ InitWindow(800, 450, "basic window"); //Texture2D amulet = LoadTexture("assets/amulet.png"); Game *game = GameInit(); // Hides the operating systems own cursor HideCursor(); //SetTargetFPS(60); // GAME MAIN ROUTINE while(!WindowShouldClose()){ ListActAllSprites(game); ClearBackground(RAYWHITE); BeginDrawing(); BeginMode2D(*(game->camera)); IsometricRendererRenderIsometricMap(game->layers, game->inputHandler); ListDrawAllSprites(game->sprites, game->layers[0], game->camera); EndMode2D(); // Moving cursor Sprite to Mouse Pos and drawing it game->cursorSprite->x = game->inputHandler->cursorPos.x; game->cursorSprite->y = game->inputHandler->cursorPos.y; DrawSpriteToScreen(game->cursorSprite); // User Input Handling mouseInput(game); keyboardInput(game->inputHandler, game->camera); //cursor Positions test //printf("Cursor Pos: %f %f\n", game->inputHandler->cursorPos.x, game->inputHandler.cursorPos.y)-> //printf("Cursor World Pos: %f %f\n", game->inputHandler->cursorWorldPos.x, game->inputHandler->cursorWorldPos.y); DrawFPS(GetScreenWidth() - 95, 10); EndDrawing(); } CloseWindow(); return 0; }