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main.cpp
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#include "pixelgl.h"
#include <iostream>
using namespace PixelGL;
const Pixel RED(255, 0, 0);
class Game : public Engine
{
Vector2<int> start, end, bgpos;
bool draw = false;
int mode = 0;
public:
Image i;
Game(int width, int height, int pixelsize, double fps, int fullscreen) : Engine(width, height, pixelsize, fps, fullscreen){};
virtual void Start() override{
// Notice that without pointer this would not work
// becasue i would go out of scope and have garbage
// data at update.
i = Image("./assets/testmap.png", {0,0}, {32,32});
Vector2<int> dim = i.getDimensions();
vlogf("Image dimensions are [%i,%i]", dim.x, dim.y);
};
virtual void Update(double dt) override
{
Clear();
i.Draw(bgpos, this);
if (GetKeyState(GLFW_KEY_1) == PRESSED)
mode = 0;
if (GetKeyState(GLFW_KEY_2) == PRESSED)
mode = 1;
if (GetKeyState(GLFW_KEY_3) == PRESSED)
mode = 2;
if (GetKeyState(GLFW_KEY_LEFT) == PRESSED)
bgpos.x--;
if (GetKeyState(GLFW_KEY_RIGHT) == PRESSED)
bgpos.x++;
if (GetKeyState(GLFW_KEY_UP) == PRESSED)
bgpos.y--;
if (GetKeyState(GLFW_KEY_DOWN) == PRESSED)
bgpos.y++;
switch (GetMouseButtonState(GLFW_MOUSE_BUTTON_1))
{
case PRESSED:
start = MousePixelPosition();
end = start;
draw = true;
break;
case HELD:
end = MousePixelPosition();
break;
case RELEASED:
draw = false;
break;
}
if (draw)
{
switch (mode)
{
case 0:
Line(start, end, RED);
break;
case 1:
Rect(start, end, RED);
break;
case 2:
FillRect(start, end, RED);
break;
}
}
}
};
int main(int argc, char **argv)
{
Game g = Game(32, 32, 16, 60, false);
g.Run();
return 0;
}