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1 | | -#include <stdio.h> |
2 | | -#include <SDL2/SDL.h> |
3 | | -#include "tools/UI.h" |
4 | | -#include "tools/Systems.h" |
5 | | -#include "tools/Rendering.h" |
6 | | -#include "tools/Player_Systems.h" |
7 | | - |
8 | | -#define W_HEIGHT 680 |
9 | | -#define W_WIDTH 1048 |
10 | | - |
11 | | -int main(int argc, char *argv[]) |
12 | | -{ |
13 | | - if (SDL_Init(SDL_INIT_EVERYTHING)) // Initializes the timer, audio, video, joystick, haptic, gamecontroller and events subsystems |
14 | | - { |
15 | | - printf("Error initializing SDL: %s\n", SDL_GetError()); |
16 | | - return -1; |
17 | | - } |
18 | | - |
19 | | - SDL_Window *window = SDL_CreateWindow("The Gardener", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, W_WIDTH, W_HEIGHT, 0); |
20 | | - if (!window) |
21 | | - { |
22 | | - printf("Error creating window: %s\n", SDL_GetError()); |
23 | | - SDL_Quit(); |
24 | | - return -1; |
25 | | - } |
26 | | - |
27 | | - SDL_Renderer *renderer = SDL_CreateRenderer(window, 0, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); |
28 | | - if (!renderer) |
29 | | - { |
30 | | - printf("Error creating renderer: %s\n", SDL_GetError()); |
31 | | - SDL_DestroyWindow(window); |
32 | | - SDL_Quit(); |
33 | | - return -1; |
34 | | - } |
35 | | - |
36 | | - int running = 1; |
37 | | - int player_inputs[7] = {0, 0, 0, 0, 0, 0, 0}; |
38 | | - SDL_Event event; |
39 | | - |
40 | | - init_presets(); |
41 | | - init_textures(renderer); |
42 | | - |
43 | | - entity player[3]; |
44 | | - player[0] = entity_buffer[0]; // Enhance array when multiplayer is added |
45 | | - init_entity(&player[0], (W_WIDTH - 50) / 2, (W_HEIGHT - 50) / 2); |
46 | | - |
47 | | - // switch_location(Dungeon, entity_buffer); // REMOVE: this call after properly setting up the Hub and Dungeon Generation |
48 | | - |
49 | | - while (running) |
50 | | - { |
51 | | - SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); |
52 | | - SDL_RenderClear(renderer); |
53 | | - |
54 | | - handleInput(&event, player, &running, player_inputs); //TODO: fix crashing bug here |
55 | | - |
56 | | - if (!game_state) |
57 | | - { |
58 | | - UpdateTimers(); |
59 | | - |
60 | | - handlePlayerMovement(&player[0].sprite, player_inputs); // TODO: Handle all players instead of just one |
61 | | - // handleCombat(&player[0], player_inputs); // TODO: Handle all players instead of one |
62 | | - handleEnemies(); |
63 | | - |
64 | | - render_game(renderer, player); |
65 | | - } |
66 | | - else |
67 | | - { |
68 | | - // handleInput_UI(&event,); |
69 | | - // render_UI(renderer); //TODO: Write UI rendering |
70 | | - } |
71 | | - |
72 | | - SDL_RenderPresent(renderer); |
73 | | - SDL_Delay(1000 / 60); |
74 | | - } |
75 | | - |
76 | | - free_world(&world); |
77 | | - free_texture_buffers(); |
78 | | - |
79 | | - SDL_DestroyRenderer(renderer); |
80 | | - SDL_DestroyWindow(window); |
81 | | - |
82 | | - SDL_Quit(); |
83 | | - return 0; |
84 | | -} |
| 1 | +#include <stdio.h> |
| 2 | +#include <SDL2/SDL.h> |
| 3 | +#include "tools/UI.h" |
| 4 | +#include "tools/Systems.h" |
| 5 | +#include "tools/Rendering.h" |
| 6 | +#include "tools/Player_Systems.h" |
| 7 | +#include "tools/Demo_System.h" // REMOVE: after finishing the 1 week demo |
| 8 | + |
| 9 | +#define W_HEIGHT 680 |
| 10 | +#define W_WIDTH 1048 |
| 11 | + |
| 12 | +int main(int argc, char *argv[]) |
| 13 | +{ |
| 14 | + if (SDL_Init(SDL_INIT_EVERYTHING)) // Initializes the timer, audio, video, joystick, haptic, gamecontroller and events subsystems |
| 15 | + { |
| 16 | + printf("Error initializing SDL: %s\n", SDL_GetError()); |
| 17 | + return -1; |
| 18 | + } |
| 19 | + |
| 20 | + SDL_Window *window = SDL_CreateWindow("The Gardener", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, W_WIDTH, W_HEIGHT, 0); |
| 21 | + if (!window) |
| 22 | + { |
| 23 | + printf("Error creating window: %s\n", SDL_GetError()); |
| 24 | + SDL_Quit(); |
| 25 | + return -1; |
| 26 | + } |
| 27 | + |
| 28 | + SDL_Renderer *renderer = SDL_CreateRenderer(window, 0, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); |
| 29 | + if (!renderer) |
| 30 | + { |
| 31 | + printf("Error creating renderer: %s\n", SDL_GetError()); |
| 32 | + SDL_DestroyWindow(window); |
| 33 | + SDL_Quit(); |
| 34 | + return -1; |
| 35 | + } |
| 36 | + |
| 37 | + int running = 1; |
| 38 | + int player_inputs[7] = {0, 0, 0, 0, 0, 0, 0}; |
| 39 | + SDL_Event event; |
| 40 | + |
| 41 | + init_presets(); |
| 42 | + init_textures(renderer); |
| 43 | + |
| 44 | + entity player[3]; |
| 45 | + player[0] = entity_buffer[0]; // Enhance array when multiplayer is added |
| 46 | + init_entity(&player[0], (W_WIDTH - 50) / 2, (W_HEIGHT - 50) / 2); |
| 47 | + |
| 48 | + switch_location(Dungeon, entity_buffer); // REMOVE: this call after properly setting up the Hub and Dungeon Generation |
| 49 | + |
| 50 | + while (running) |
| 51 | + { |
| 52 | + SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); |
| 53 | + SDL_RenderClear(renderer); |
| 54 | + |
| 55 | + handleInput(&event, player, &running, player_inputs); //TODO: fix crashing bug here |
| 56 | + |
| 57 | + if (!game_state) |
| 58 | + { |
| 59 | + UpdateTimers(); |
| 60 | + enemy_generation(&world, entity_buffer); |
| 61 | + |
| 62 | + handlePlayerMovement(&player[0].sprite, player_inputs); // TODO: Handle all players instead of just one |
| 63 | + // handleCombat(&player[0], player_inputs); // TODO: Handle all players instead of one |
| 64 | + handleEnemies(player); |
| 65 | + |
| 66 | + render_game(renderer, player); |
| 67 | + } |
| 68 | + else |
| 69 | + { |
| 70 | + // handleInput_UI(&event,); |
| 71 | + // render_UI(renderer); //TODO: Write UI rendering |
| 72 | + } |
| 73 | + |
| 74 | + SDL_RenderPresent(renderer); |
| 75 | + SDL_Delay(1000 / 60); |
| 76 | + } |
| 77 | + |
| 78 | + free_world(&world); |
| 79 | + free_texture_buffers(); |
| 80 | + |
| 81 | + SDL_DestroyRenderer(renderer); |
| 82 | + SDL_DestroyWindow(window); |
| 83 | + |
| 84 | + SDL_Quit(); |
| 85 | + return 0; |
| 86 | +} |
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