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#include "raylib.h"
#include "stdio.h"
#include <stdlib.h>
#include "sprite.h"
#include "inputHandler.h"
#include "raymath.h"
#include "isometricRenderer.h"
#include "isometricMap.h"
int main(){
InitWindow(800, 450, "basic window");
Texture2D texture;
Sprite sprites[100];
texture = LoadTexture("assets/amulet.png");
Texture2D isometricTexture = LoadTexture("assets/grass.png");
IsometricRenderer *isometricRenderer = (IsometricRenderer *) malloc(sizeof(IsometricRenderer));
isometricRenderer->texture = &isometricTexture;
int spriteAmount = 0;
Sprite cursorSprite = {&texture, 450, 225};
InputHandler inputHandler;
Camera2D camera = { 0 };
camera.target = (Vector2){0, 0};
camera.rotation = 0.0f;
camera.zoom = 1.0f;
SpriteAdd(sprites, &spriteAmount, &texture, 0, 0);
IsometricMap *map = IsometricMapInit(20, 10);
SetTargetFPS(60);
while(!WindowShouldClose()){
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode2D(camera);
//IsometricRendererRenderMap(&isometricRenderer, 50);
IsometricRendererRenderIsometricMap(map);
int i;
//int length = sizeof(sprites)/sizeof(sprites[0]);
for(i=0; i < spriteAmount; i++){
DrawTexture(*sprites[i].texture, sprites[i].x, sprites[i].y, WHITE);
}
EndMode2D();
// Moving cursor Sprite to Mouse Pos and drawing it
cursorSprite.x = inputHandler.cursorPos.x - texture.width / 2;
cursorSprite.y = inputHandler.cursorPos.y - texture.height / 2;
DrawSprite(&cursorSprite);
// User Input Handling
mouseInput(&inputHandler, sprites, &spriteAmount, &texture, &camera);
keyboardInput(&inputHandler, &camera);
/*
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)){
printf("Klick\n");
SpriteAdd(sprites, &j, &texture, cursor.x + camera.target.x, cursor.y + camera.target.y);
}
*/
// Sprites move towards their destination
float movementSpeed = 10.0f;
for(i=0; i < spriteAmount; i++){
if(sprites[i].hasDestination == 1){
Vector2 movement = {sprites[i].destX - (sprites + i)->x, sprites[i].destY - (sprites + i)->y};
if(Vector2Length(movement) < movementSpeed){
(sprites + i)->hasDestination = 0;
(sprites + i)->x = (sprites + i)->destX;
(sprites + i)->y = (sprites + i)->destY;
}
else{
movement = Vector2Normalize(movement);
movement = Vector2Scale(movement, movementSpeed);
(sprites + i)->x += movement.x;
(sprites + i)->y += movement.y;
}
}
}
EndDrawing();
}
CloseWindow();
return 0;
}