diff options
author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-11-07 20:08:09 +0100 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-11-07 20:08:09 +0100 |
commit | 1c4156ee127b14760ed3b1a0cd16ad12180c7ac6 (patch) | |
tree | 211505d5328f24c9f9beabf8f874d9e13ef92130 /src/example/particle.cpp | |
parent | 9df087ede0b539ecbd2778236c7d1143362b384d (diff) | |
parent | 3d2428af8e8d9d49b4ade52d4806a7dae4cf1ab8 (diff) |
merge `master` into `loek/savemgr`
Diffstat (limited to 'src/example/particle.cpp')
-rw-r--r-- | src/example/particle.cpp | 102 |
1 files changed, 0 insertions, 102 deletions
diff --git a/src/example/particle.cpp b/src/example/particle.cpp deleted file mode 100644 index 83b1e8a..0000000 --- a/src/example/particle.cpp +++ /dev/null @@ -1,102 +0,0 @@ -#include <chrono> -#include <iostream> -#include <thread> - -#include <crepe/Component.h> -#include <crepe/ComponentManager.h> -#include <crepe/Particle.h> -#include <crepe/facade/SDLApp.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/ParticleEmitter.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", 0); - - // 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; -} |