int main ( int argc, char** argv ) { fflush (stdout); // Enable console output, SDL disables this vector<Character*> party; vector<Character*> badguys; vector<Point> start; vector<Tile*> tiles; Tile* tile = new Tile(Point(0,0), "GRASS"); tiles.push_back(tile); tile = new Tile(Point(1,0), "GRASS"); tiles.push_back(tile); tile = new Tile(Point(2,0), "GRASS"); tiles.push_back(tile); tile = new Tile(Point(0,1), "GRASS"); tiles.push_back(tile); tile = new Tile(Point(1,1), "GRASS"); tiles.push_back(tile); tile = new Tile(Point(2,1), "GRASS"); tiles.push_back(tile); tile = new Tile(Point(0,2), "GRASS"); tiles.push_back(tile); tile = new Tile(Point(1,2), "GRASS"); tiles.push_back(tile); tile = new Tile(Point(2,2), "GRASS"); tiles.push_back(tile); start.push_back(Point(0,0)); Knight* knight = new Knight("dumb", 20, NULL, NULL); party.push_back(knight); Knight* knight2 = new Knight("dumb", 1, NULL, NULL); knight2->Move(Point(3,3)); badguys.push_back(knight2); Map* map = new Map(tiles); Level bleh = Level(party, badguys, start, map); cout << bleh.OnSelect(Point(0,1)) << endl; cout << bleh.ReturnState() << endl; Character* meh = bleh.OnSelect(Point(0,0)); cout << meh->GetAttr(Character::AGI) <<endl; /*cout << bleh.ReturnState() << endl; cout <<bleh.OnSelect(Point(0,1)) << endl; cout <<bleh.OnSelect(Point(0,1)) << endl; bleh.TakeTurn(); bleh.TakeTurn(); cout << bleh.OnSelect(Point(0,1)) << endl; cout << bleh.OnSelect(Point(1,1)) << endl; cout << bleh.ReturnState() << endl; bleh.TakeTurn(); bleh.TakeTurn(); */ cout << bleh.OnSelect(Point(3,2)) << endl; cout << bleh.ReturnState() << endl; cout << bleh.OnSelect(Point(3,3)) << endl; cout << bleh.GetLoseCondition() << endl; cout << bleh.GetWinCondition() << endl; bleh.TakeTurn(); bleh.TakeTurn(); Character* chara = bleh.OnSelect(Point(3,2)); cout << chara->GetExp() << endl; /*bleh.TakeTurn(); bleh.TakeTurn(); cout << bleh.OnSelect(Point(3,2)) << endl; cout << bleh.OnSelect(Point(3,2)) << endl; */ /* GameRoot ourGame; ourGame.Initialize(); ourGame.GameLoop(); ourGame.Shutdown(); return 0; */ }