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#include "game.h"
#include "stdlib.h"
#include "raylib.h"
#include "Sprite/sprite.h"
#include "Input/inputHandler.h"
#include "IsometricMap/isometricMap.h"
#include "Textures/textureatlas.h"
#include "stdio.h"
#include "Ui/screenIDs.h"
#include "Entity/entity.h"
#include "MapObject/mapobject.h"
#include "Ui/uiContainer.h"
// returns pointer to new Game instance
Game *GameInit()
{
Game *game = malloc(sizeof(Game));
game->textures = TextureAtlasInit();
game->cursorSprite = SpriteCreate(game->textures, 0, 450, 225);
game->inputHandler = malloc(sizeof(InputHandler));
game->inputHandler->pressed = 0;
game->inputHandler->rectStart.x = 0;
game->inputHandler->rectStart.y = 0;
game->inputHandler->cursorPos.x = 0;
game->inputHandler->cursorPos.y = 0;
game->inputHandler->cursorWorldPos.x = 0;
game->inputHandler->cursorWorldPos.y = 0;
game->inputHandler->cursorWorldTile.x = 0;
game->inputHandler->cursorWorldTile.y = 0;
game->inputHandler->selectedLayer = -1;
game->inputHandler->cursorTextures = game->textures->cursorTextures;
game->inputHandler->cursorSprite = game->cursorSprite;
game->screen = SCREEN_MAINMENU;
game->camera = malloc(sizeof(Camera2D));
game->camera->target.x = 0;
game->camera->target.y = 0;
game->camera->rotation = 0.0f;
game->camera->zoom = 1.0f;
game->camera->offset.x = 0;
game->camera->offset.y = 0;
game->sprites = SpriteListInit();
game->entities = EntityListInit();
game->mapObjects = MapObjectListInit();
game->map = IsometricMapInit();
//das du es weißt man kann wenn du nicht auf hört was machen und dann bist du leise es gibt was das nett sich rufmord
int i,j;
for (i = 0; i < game->map->width; i++)
{
for (j = 0; j < game->map->height; j++)
{
IsometricMapChangeTextureIdOfTile(game->map, i, j, 0);
}
}
// -------
for(i = 0; i < SCREEN_AMOUNT; i++){
game->UiContainers[i] = UiContainerInitUiContainerForScreenID(i);
}
return game;
}