#include #include "maps.hpp" void verify_maps_integrity(void) { std::cout << "Nb Maps : " << NB_MAPS << std::endl; for(uint32_t map_index = 0; map_index < NB_MAPS; map_index++) { const uint32_t NB_ENTITIES = MAPS[map_index]->nb_entities; const entity_t *ENTITIES = MAPS[map_index]->entities; std::cout << "Map " << map_index + 1 << std::endl; std::cout << " - MapName : " << MAPS[map_index]->map_name << std::endl; std::cout << " - MapWidth : " << MAPS[map_index]->map_width << std::endl; std::cout << " - MapHeight : " << MAPS[map_index]->map_height << std::endl; std::cout << " BackgroundLayer1 :"; for(uint32_t tile_index_x = 0; tile_index_x < MAPS[map_index]->map_width; tile_index_x++) { std::cout << "\n "; for(uint32_t tile_index_y = 0; tile_index_y < MAPS[map_index]->map_height; tile_index_y++) { std::cout << MAPS[map_index]->map_background_layer1[tile_index_x * MAPS[map_index]->map_width + tile_index_y] << ","; } } std::cout << "\n BackgroundLayer2 :"; for(uint32_t tile_index_x = 0; tile_index_x < MAPS[map_index]->map_width; tile_index_x++) { std::cout << "\n "; for(uint32_t tile_index_y = 0; tile_index_y < MAPS[map_index]->map_height; tile_index_y++) { std::cout << MAPS[map_index]->map_background_layer2[tile_index_x * MAPS[map_index]->map_width + tile_index_y] << ","; } } std::cout << "\n BackgroundLayer3 :"; for(uint32_t tile_index_x = 0; tile_index_x < MAPS[map_index]->map_width; tile_index_x++) { std::cout << "\n "; for(uint32_t tile_index_y = 0; tile_index_y < MAPS[map_index]->map_height; tile_index_y++) { std::cout << MAPS[map_index]->map_background_layer3[tile_index_x * MAPS[map_index]->map_width + tile_index_y] << ","; } } std::cout << "\n Foreground :"; for(uint32_t tile_index_x = 0; tile_index_x < MAPS[map_index]->map_width; tile_index_x++) { std::cout << "\n "; for(uint32_t tile_index_y = 0; tile_index_y < MAPS[map_index]->map_height; tile_index_y++) { std::cout << MAPS[map_index]->map_foreground[tile_index_x * MAPS[map_index]->map_width + tile_index_y] << ","; } } std::cout << "\n - Nb Entities : " << NB_ENTITIES << std::endl; for(uint32_t entity_index = 0; entity_index < NB_ENTITIES; entity_index++) { const uint32_t NB_COMPONENTS = ENTITIES[entity_index].nb_component; const component_t *COMPONENTS = ENTITIES[entity_index].components; std::cout << " Entity " << entity_index + 1 << std::endl; std::cout << " - ID : " << ENTITIES[entity_index].id << std::endl; std::cout << " - Nb Components : " << NB_COMPONENTS << std::endl; for(uint32_t component_index = 0; component_index < NB_COMPONENTS; component_index++) { const component_t *COMPONENT = &COMPONENTS[component_index]; std::cout << " Component " << component_index + 1 << std::endl; switch(COMPONENT->component_type) { case TRANSFORM_COMPONENT: { const transform_component_data_t *component_data = COMPONENT->component_data.transform_component_data; std::cout << " - TransformComponent :" << std::endl; std::cout << " - x : " << component_data->x << std::endl; std::cout << " - y : " << component_data->y << std::endl; std::cout << " - w : " << component_data->w << std::endl; std::cout << " - h : " << component_data->h << std::endl; std::cout << " - Speed : " << component_data->speed << std::endl; break; } case SPRITE_COMPONENT: { const sprite_component_data_t *component_data = COMPONENT->component_data.sprite_component_data; std::cout << " - SpriteComponent :" << std::endl; std::cout << " - TextureName : " << component_data->texture_name << std::endl; break; } case ANIMATION_SYSTEM: { const animation_system_data_t *system_data = COMPONENT->component_data.animation_system_data; std::cout << " - AnimationSystem :" << std::endl; std::cout << " - NbFrames : " << system_data->nb_frames << std::endl; std::cout << " - FrameNb : " << system_data->actual_frame_nb << std::endl; std::cout << " - FrameDelay : " << system_data->frame_delay_ms << std::endl; std::cout << " - Play : " << system_data->play << std::endl; std::cout << " - Loop : " << system_data->loop << std::endl; std::cout << " - Reverse : " << system_data->reverse << std::endl; break; } } } } } }