timesynk/game.c

46 lines
1.0 KiB
C

/****
***/
#include "main.h"
#include "common.h"
#include "game.h"
#include "wall.h"
#include "display.h"
int gameInit() {
//Stack map_matrix[2][2]
map_matrix[1][1].tile[0] = (Tile*) &walls[WALL_STONE];
map_matrix[1][1].size = 1;
map_matrix[1][2].tile[0] = (Tile*) &walls[WALL_WOOD];
map_matrix[1][2].size = 1;
map_matrix[2][1].tile[0] = (Tile*) &walls[WALL_STEEL];
map_matrix[2][1].size = 1;
visible_matrix[1][1] |= TILE_VISIBLE;
visible_matrix[1][2] |= TILE_VISIBLE;
visible_matrix[2][1] |= TILE_VISIBLE;
/* map_walls[3][1] = &walls[WALL_STONE];
map_walls[3][2] = &walls[WALL_STONE];
map_walls[3][3] = &walls[WALL_STONE];
display_map[1][1] = 1;
display_map[1][2] = 1;
display_map[1][3] = 1;
display_map[3][1] = 1;
display_map[3][2] = 1;
display_map[3][3] = 1; */
return SUCCESS;
}
void gameLoop() {
}
int gameCollision(target_x, target_y) {
if (map_matrix[target_x][target_y].tile[0]) {
return 1;
}
return 0;
}
void gameUpdateTile(int x, int y) {
display_map[x][y] = 2;
}