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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/isometricMap.h"
#include "game.h"
#include "DepthSorting/bucket.h"
#include "DepthSorting/mergeSort.h"
#include "Ui/screenIDs.h"
int main(){
InitWindow(800, 450, "basic window");
Game *game = GameInit();
// Hides the operating systems own cursor
HideCursor();
SetTargetFPS(60);
return uitest(game);
// 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;
}
int uitest(Game * game){
while(!WindowShouldClose()){
// Moving cursor Sprite to Mouse Pos
game->cursorSprite->x = GetMousePosition().x;
game->cursorSprite->y = GetMousePosition().y;
switch(game->screen){
case SCREEN_EXIT:
return 0;
case SCREEN_MAINMENU:
printf("MAINMENU \n");
return 0;
case SCREEN_OPTIONS:
printf("OPTIONS \n");
return 0;
case SCREEN_GAME:
ListActAllSprites(game);
ClearBackground(RAYWHITE);
BeginDrawing();
BeginMode2D(*(game->camera));
//IsometricRendererRenderIsometricMap(game);
//ListDrawAllSprites(game->sprites, game->layers, game->camera);
IsometricMapDraw(game);
EndMode2D();
DrawSpriteToScreen(game->cursorSprite);
// User Input Handling
mouseInput(game);
keyboardInput(game->inputHandler, game->camera);
DrawFPS(GetScreenWidth() - 95, 10);
EndDrawing();
if(IsKeyPressed(KEY_P)){
game->screen = SCREEN_PAUSE;
}
break;
case SCREEN_PAUSE:
ClearBackground(RAYWHITE);
BeginDrawing();
DrawSpriteToScreen(game->cursorSprite);
DrawFPS(GetScreenWidth() - 95, 10);
EndDrawing();
if(IsKeyPressed(KEY_P)){
game->screen = SCREEN_GAME;
}
break;
}
}
CloseWindow();
return 0;
}