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#include <iostream>
#include <vector>
#include "umath/vec2.h"
#include "graphics/graphics.h"
#include "commands/commands.h"
#include "timing/timing.h"
#include "game/entity.h"
#include "game/ground.h"
#include "game/playercontrol.h"
#include "game/gst.h"
#include "game/tile.h"
#include "game/load.h"
// state representation
/*
ground matrix
. tile: {
name
range bonus
travel cost
defence bonus
sight penalty
}
units list
. unit: {
name
type
attack
defence
life
move points
sight
(morale?)
ability list
. abilities: [ ]
}
builds
. build: {
same as unit
trainees list
}
tech
resources (food, gold)
trade bonus
*/
int main () {
Graphics graphics (900, 600);
Commands_sdl com;
timing_sdl timing (60);
Player_control control;
float ts = 16;
Gst gst (15,15);
load_json(gst);
gst.players.emplace_back(255, 0, 0, 0);
gst.players[0].res = std::vector<float> { 1500, 1500 };
gst.players.emplace_back(0, 0, 255, 1);
gst.players[1].res = std::vector<float> { 1500, 1500 };
gst.players[0].level = 2;
gst.ground.tiles[1] = 1;
gst.ground.tiles[8] = 1;
gst.ground.tiles[11] = 2;
gst.ground.tiles[12] = 2;
for (int i=0; i<2000; i+=37) {
gst.ground.tiles[i%(gst.ground.sizex*gst.ground.sizey)] = 2;
gst.ground.tiles[(i+1)%(gst.ground.sizex*gst.ground.sizey)] = 2;
}
for (int i=0; i<2000; i+=71) {
gst.ground.tiles[i%(gst.ground.sizex*gst.ground.sizey)] = 1;
}
gst.ground.resources.emplace_back(gst.ground.at(3, 4), Resource::Type::gold);
gst.ground.resources.emplace_back(gst.ground.at(4, 4), Resource::Type::food);
gst.entities.emplace_back(5, 1, gst.get_info("Town Center"), 0);
gst.entities.emplace_back(6, 1, gst.get_info("Barracks"), 0);
gst.entities.emplace_back(5, 0, gst.get_info("Stable"), 0);
gst.entities.emplace_back(4, 1, gst.get_info("Market"), 0);
gst.entities.emplace_back(1, 1, gst.get_info("Villager"), 0);
gst.entities.emplace_back(2, 1, gst.get_info("Light Cavalry"), 0);
gst.entities.emplace_back(4, 2, gst.get_info("Light Cavalry"), 1);
gst.entities.emplace_back(10, 10, gst.get_info("Villager"), 1);
gst.entities.emplace_back(1, 5, gst.get_info("Villager"), 1);
gst.entities.emplace_back(2, 5, gst.get_info("Militia"), 1);
gst.entities.emplace_back(0, 0, gst.get_info("Scout Cavalry"), 0);
gst.entities.emplace_back(1, 0, gst.get_info("Persian War Elephants"), 0);
gst.entities.emplace_back(0, 1, gst.get_info("Scorpions"), 1);
gst.entities.emplace_back(1, 2, gst.get_info("Archers"), 1);
View view (vec2 { (float)graphics.resx, (float)graphics.resy });
vec2 mouselast { 0, 0 };
while(true) {
if (com.process_events()) break;
if (com.resx != -1) {
graphics.change_res(com.resx, com.resy);
view.res = vec2 { (float)com.resx, (float)com.resy };
}
vec2 mousepos { (float)com.mx, (float)com.my };
vec2 mousedelta { mousepos };
mousedelta -= mouselast;
if (com.mclick[1]) {
graphics.cam.pos += mousedelta;
}
mouselast = vec2 { (float)com.mx, (float)com.my };
timing.process();
while (timing.check_process()) {
com.process_clicks();
// input detection
// turn fsm or ai
// turn tick calculations
/*
economy
tech
upgrades
win condition
*/
view.process(gst, graphics.cam.pos, mousepos, com.mheld);
if (com.check_key(SDL_SCANCODE_ESCAPE)) {
view.back = 1;
}
control.process(gst, view);
com.process_keys();
}
if (timing.check_render()) {
graphics.render(gst, view);
graphics.present();
}
}
return 0;
}
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