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#include "raylib.h"
#include <stdio.h>
#include <stdlib.h>
#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"
#include "DepthSorting/bucket.h"
#include "DepthSorting/mergeSort.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);
/*
Bucket *buckets[10];
int i = 0;
for(i = 9; i >= 0; i--){
buckets[9-i] = (BucketInit(0, game->layers[0]->tiles[i][i]));
}
printf("\n");
for(i = 0; i < 10; i++){
printf("%f\n", buckets[i]->depth);
}
printf("\n");
MergeSort(buckets, 10);
printf("\n");
for(i = 0; i < 10; i++){
printf("%f\n", buckets[i]->depth);
}
printf("\n");
*/
// GAME MAIN ROUTINE
while(!WindowShouldClose()){
ListActAllSprites(game);
ClearBackground(RAYWHITE);
BeginDrawing();
BeginMode2D(*(game->camera));
//IsometricRendererRenderIsometricMap(game);
//ListDrawAllSprites(game->sprites, game->layers, game->camera);
IsometricMapDraw(game);
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);
DrawFPS(GetScreenWidth() - 95, 10);
EndDrawing();
}
CloseWindow();
return 0;
}