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game.c
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#include <SDL.h>
#include "simple_logger.h"
#include "gf2d_graphics.h"
#include "gf2d_sprite.h"
#include "gfc_input.h"
#include "gfc_audio.h"
#include "gf2d_windows.h"
#include "gf2d_font.h"
#include "k_player.h"
#include "k_save.h"
#include "k_menu.h"
#include "k_local.h"
#include "k_battle.h"
#include "k_hud.h"
int main(int argc, char * argv[])
{
/*variable declarations*/
int done = 0;
int start = 0;
const Uint8 * keys;
Sprite *sprite;
//save1 = LoadSave("save/save00.sav");
//int mx,my;
//float mf = 0;
//Sprite *mouse;
//Vector4D mouseColor = {255,100,255,200};
/*program initializtion*/
init_logger("gf2d.log");
slog("---==== BEGIN ====---");
gf2d_graphics_initialize(
"Keystone",
512,
384,
256,
192,
vector4d(0,0,0,255),
0);
gf2d_graphics_set_frame_delay(16);
gf2d_sprite_init(1024);
SDL_ShowCursor(SDL_DISABLE);
sprite = gf2d_sprite_load_image("images/backgrounds/bg_flat.png");
//gf2d_font_init("config/font.cfg");
SetUpTilesets();
ent_manager_init(256);
NewSave("saves/save1.json");
/*demo setup*/
//sprite = gf2d_sprite_load_image("images/backgrounds/bg_flat.png");
//mouse = gf2d_sprite_load_all("images/pointer.png", 32, 32, 16);
monster_manager_init();
gf2d_windows_init(16);
game.hud=gf2d_window_new();
player_init();
game_init();
menus_init();
while (!start) {
SDL_PumpEvents(); // update SDL's internal event structures
keys = SDL_GetKeyboardState(NULL); // get the keyboard state for this frame
SDL_Event keyEvent;
SDL_PollEvent(&keyEvent);
gf2d_graphics_clear_screen();
gf2d_sprite_draw_image(sprite, vector2d(0, 0));
if (keys[SDL_SCANCODE_SPACE]) break;
gf2d_grahics_next_frame();
//gf2d_font_draw_line_named("Press Space to Start", "AmaticSC-Regular.ttf", gfc_color(0, 0, 0, 1), vector2d(32, 160));
}
gfc_audio_init(8, 8, 8, 8, 0, 0);
gfc_sound_play(gfc_sound_load("music/TwinleafTown.wav", 1.0, 1),-1,1.0,1,1);
//GiveDemoParty();
/*main game loop*/
while(!done)
{
SDL_PumpEvents(); // update SDL's internal event structures
keys = SDL_GetKeyboardState(NULL); // get the keyboard state for this frame
SDL_Event keyEvent;
SDL_PollEvent(&keyEvent);
//gf2d_windows_update_all();
/*update things here*/
/*SDL_GetMouseState(&mx, &my);
mf+=0.1;
if (mf >= 16.0)mf = 0;
*/
switch (game.state) {
case GAMESTATE_FIELD:
if (player->moving == 0&&!game.lockall) {//ignore input if player is already moving
if (keys[SDL_SCANCODE_W]) {
player_move(player, cell(0, -1));
player->facing = DIR_N;
}
else if (keys[SDL_SCANCODE_S]) {
player_move(player, cell(0, 1));
player->facing = DIR_S;
}
else if (keys[SDL_SCANCODE_A]) {
player_move(player, cell(-1, 0));
player->facing = DIR_W;
}
else if (keys[SDL_SCANCODE_D]) {
player_move(player, cell(1, 0));
player->facing = DIR_E;
}
}
ent_manager_think_all();
gf2d_graphics_clear_screen();// clears drawing buffers
// all drawing should happen betweem clear_screen and next_frame
//backgrounds drawn first
//gf2d_sprite_draw_image(sprite, vector2d(0, 0));
RenderMap(save1.map);
ent_manager_draw_all();
RenderMapLayer2(save1.map);
DrawHUD();
break;
case GAMESTATE_BATTLE:
gf2d_graphics_clear_screen();// clears drawing buffers
// all drawing should happen betweem clear_screen and next_frame
//backgrounds drawn first
//gf2d_sprite_draw_image(sprite, vector2d(0, 0));
RenderBattlefield();
break;
case GAMESTATE_MENU:
break;
}
//UI elements last
/*gf2d_sprite_draw(
mouse,
vector2d(mx,my),
NULL,
NULL,
NULL,
NULL,
&mouseColor,
(int)mf);*/
gf2d_windows_draw_all();
gf2d_grahics_next_frame();// render current draw frame and skip to the next frame
if (keys[SDL_SCANCODE_ESCAPE]) game.state = GAMESTATE_MENU; // exit condition
//slog("Rendering at %f FPS",gf2d_graphics_get_frames_per_second());
}
slog("---==== END ====---");
return 0;
}
/*eol@eof*/