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128 lines
4.0 KiB
128 lines
4.0 KiB
#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 "Textures/textureatlas.h"
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#include "stdio.h"
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Game *GameInit()
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{
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Game *game = (Game *)malloc(sizeof(Game));
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game->textures = TextureAtlasInit();
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game->cursorSprite = SpriteCreate(game->textures->cursorTextures, 450, 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->textures->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.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->zoom = 1.0f;
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game->camera->offset.x = 0;
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game->camera->offset.y = 0;
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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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{
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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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{
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for (i = 0; i < 100; i++)
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{
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for (j = 0; j < 100; j++)
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{
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switch (n)
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{
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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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{
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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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{
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IsometricMapAddTile(((game->layers))[n], i, j, 2);
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}
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break;
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}
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if(i == j && n == 1){
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IsometricMapAddTile(((game->layers))[n], i, j, 0);
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}
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if(i == j && n == 2){
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IsometricMapAddTile(((game->layers))[n], i, j, 0);
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}
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if(i == j-1 && n == 1){
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IsometricMapAddTile(((game->layers))[n], i, j, 0);
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}
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if(i-1 == j && n == 1){
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IsometricMapAddTile(((game->layers))[n], i, j, 0);
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}
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}
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}
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}
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for (n = 0; n <= 10; n++)
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{
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for (i = 0; i < 20 - n * 2; i++)
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{
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for (j = 0; j < 20 - n * 2; j++)
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{
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IsometricMapAddTile(((game->layers))[n], i, j, 0);
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if (n == 9)
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{
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IsometricMapAddTile(((game->layers))[n], i, j, 2);
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}
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}
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}
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}
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// -------
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return game;
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} |