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authorLoek Le Blansch <loek@pipeframe.xyz>2024-12-20 11:10:06 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-12-20 11:10:06 +0100
commit5b1a26a13d8a2f44a7ef1fa8c0fc609c37adc28b (patch)
tree801ff9f3bbd82efacb5d4fdb1cbe4c09cfedf7c5 /src/example/rendering_particle.cpp
parent88d84763147fbd6bcc087f15a7460566a009cdb2 (diff)
parent69ca2bafcd617ac8af1b8f715f0c802205a60ab1 (diff)
merge masterloek/replay
Diffstat (limited to 'src/example/rendering_particle.cpp')
-rw-r--r--src/example/rendering_particle.cpp45
1 files changed, 24 insertions, 21 deletions
diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp
index add43f4..5440fdd 100644
--- a/src/example/rendering_particle.cpp
+++ b/src/example/rendering_particle.cpp
@@ -1,4 +1,7 @@
+
+
#include "api/Asset.h"
+#include "api/Text.h"
#include <crepe/Component.h>
#include <crepe/api/Animator.h>
#include <crepe/api/Button.h>
@@ -13,7 +16,6 @@
#include <crepe/manager/ComponentManager.h>
#include <crepe/manager/Mediator.h>
#include <crepe/types.h>
-#include <iostream>
using namespace crepe;
using namespace std;
@@ -21,15 +23,11 @@ using namespace std;
class TestScene : public Scene {
public:
void load_scene() {
-
- cout << "TestScene" << endl;
- Mediator & mediator = this->mediator;
- ComponentManager & mgr = mediator.component_manager;
- GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1);
+ GameObject game_object = new_object("", "", vec2{0, 0}, 0, 1);
Color color(255, 255, 255, 255);
- Asset img{"asset/spritesheet/spritesheet_test.png"};
+ Asset img{"asset/texture/square.png"};
Sprite & test_sprite = game_object.add_component<Sprite>(
img, Sprite::Data{
@@ -37,29 +35,34 @@ public:
.flip = Sprite::FlipSettings{false, false},
.sorting_in_layer = 2,
.order_in_layer = 2,
- .size = {0, 100},
+ .size = {1, 1},
.angle_offset = 0,
- .position_offset = {0, 0},
+ .position_offset = {0, 1},
+ .world_space = false,
});
+ //auto & emitter = game_object.add_component<ParticleEmitter>(test_sprite, ParticleEmitter::Data{});
- //auto & anim = game_object.add_component<Animator>(test_sprite,ivec2{32, 64}, uvec2{4,1}, Animator::Data{});
- //anim.set_anim(0);
+ Sprite & test_sprite1
+ = game_object.add_component<Sprite>(img, Sprite::Data{
+ .color = color,
+ .size = {1, 1},
+ .position_offset = {0, -1},
+ .world_space = false,
+ });
- auto & cam = game_object.add_component<Camera>(ivec2{720, 1280}, vec2{400, 400},
+ auto & cam = game_object.add_component<Camera>(ivec2{1280, 720}, vec2{5, 5},
Camera::Data{
.bg_color = Color::WHITE,
+ .postion_offset = {1000, 1000},
});
- function<void()> on_click = [&]() { cout << "button clicked" << std::endl; };
- function<void()> on_enter = [&]() { cout << "enter" << std::endl; };
- function<void()> on_exit = [&]() { cout << "exit" << std::endl; };
+ /*
+ game_object.add_component<Text>(vec2{1, 1}, vec2{0, -0.5}, "ComicSansMS",
+ Text::Data{.text_color = Color::RED}, "test TEST");
- auto & button
- = game_object.add_component<Button>(vec2{200, 200}, vec2{0, 0}, on_click, false);
- button.on_mouse_enter = on_enter;
- button.on_mouse_exit = on_exit;
- button.is_toggle = true;
- button.active = true;
+ game_object.add_component<Text>(vec2{1, 1}, vec2{0, 0.5}, "ComicSansMS",
+ Text::Data{.text_color = Color::BLACK}, "TEST test");
+ */
}
string get_name() const { return "TestScene"; };