diff options
| author | jaroWMR <jarorutjes07@gmail.com> | 2024-11-07 19:12:27 +0100 | 
|---|---|---|
| committer | jaroWMR <jarorutjes07@gmail.com> | 2024-11-07 19:12:27 +0100 | 
| commit | 870d38cc22a9988f7716b115dea590383b241ef5 (patch) | |
| tree | e2137836c4fcc4ee047c782c110d6da3c13ecd8b | |
| parent | a91d603f63f6ac98640eb58fabbd773096ba6278 (diff) | |
deleted old poc
| -rw-r--r-- | src/example/particle.cpp | 103 | 
1 files changed, 0 insertions, 103 deletions
| diff --git a/src/example/particle.cpp b/src/example/particle.cpp deleted file mode 100644 index 0ab5632..0000000 --- a/src/example/particle.cpp +++ /dev/null @@ -1,103 +0,0 @@ -#include <chrono> -#include <iostream> -#include <thread> - -#include <crepe/Component.h> -#include <crepe/ComponentManager.h> -#include <crepe/Particle.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/ParticleEmitter.h> -#include <crepe/api/Vector2.h> -#include <crepe/facade/SDLApp.h> -#include <crepe/system/ParticleSystem.h> - -using namespace crepe; -using namespace std; - -const int WINDOW_WIDTH = 800; -const int WINDOW_HEIGHT = 600; - -int main(int argc, char * argv[]) { -	SDLApp app(WINDOW_WIDTH, WINDOW_HEIGHT); - -	if (!app.initialize()) { -		cerr << "Failed to initialize SDLApp." << endl; -		return 1; -	} - -	GameObject * game_object[1]; -	game_object[0] = new GameObject(0, "Name", "Tag", Vector2{0, 0}, 0, 1); - -	// FIXME: all systems are singletons, so this shouldn't even compile. -	ParticleSystem particle_system; - -	unsigned int max_particles = 100; // maximum number of particles -	unsigned int emission_rate = 10; // particles created per second -	unsigned int speed = 50; // base speed of particles -	unsigned int speed_offset = 10; // random offset for particle speed -	unsigned int angle = 270; // base angle of particle emission -	unsigned int angle_offset = 30; // random offset for particle angle -	float begin_lifespan = 0.0f; // beginning lifespan of particles -	float end_lifespan = 6.0f; // ending lifespan of particles - -	// Vector to hold all the emitters -	// vector<ParticleEmitter> emitters; -	game_object[0]->add_component<ParticleEmitter>( -		max_particles, emission_rate, speed, speed_offset, angle, angle_offset, -		begin_lifespan, end_lifespan); - -	// Loop to create 1000 emitters -	// for (unsigned int i = 0; i < 1000; ++i) { -	//     ParticleEmitter emitter(maxParticles, emissionRate, speed, speedOffset, angle, angleOffset, beginLifespan, endLifespan); - -	//     // Set a position for each emitter, modifying the position for demonstration -	//     emitter.m_position = {static_cast<float>(200 + (i % 100)), static_cast<float>(200 + (i / 100) * 10)}; // Adjust position for each emitter - -	//     emitters.push_back(emitter); // Add the emitter to the vector -	// } -	float delta_time = 0.1f; -	bool running = true; -	cout << "start loop " << endl; -	while (running) { -		app.handle_events(running); - -		// Start timing -		auto start = chrono::high_resolution_clock::now(); - -		// POC CODE -		particle_system.update(); -		// POC CODE - -		// End timing -		auto end = chrono::high_resolution_clock::now(); -		chrono::duration<float, milli> duration -			= end - start; // get duration in milliseconds - -		cout << "Update took " << duration.count() << " ms" << endl; -		app.clear_screen(); - -		start = chrono::high_resolution_clock::now(); -		// render particles using the draw_square method from SDLApp -		ComponentManager & mgr = ComponentManager::get_instance(); -		std::vector<std::reference_wrapper<ParticleEmitter>> emitters -			= mgr.get_components_by_type<ParticleEmitter>(); -		for (const ParticleEmitter & emitter : emitters) { -			for (const Particle & particle : emitter.particles) { -				if (particle.active) -					app.draw_square(particle.position.x, particle.position.y, -									5); // draw each particle -			} -		} - -		app.present_screen(); -		end = chrono::high_resolution_clock::now(); -		duration = end - start; // get duration in milliseconds - -		cout << "screen took " << duration.count() << " ms" << endl; - -		this_thread::sleep_for(chrono::milliseconds(20)); // simulate ~50 FPS -	} - -	app.clean_up(); -	return 0; -} |