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| author | JAROWMR <jarorutjes07@gmail.com> | 2024-12-14 11:40:33 +0100 | 
|---|---|---|
| committer | JAROWMR <jarorutjes07@gmail.com> | 2024-12-14 11:40:33 +0100 | 
| commit | 061b2b8ab9aba67c1467cdd163fb7a04de95f4f1 (patch) | |
| tree | e1960a83461e0d83a7027a88404af1a7c70f6dcd /src/example/rendering_particle.cpp | |
| parent | fd2ebb54d0c2b269c15fc84a4ac77993efc917d7 (diff) | |
| parent | b9fc66f6922b1f40f2dbe14e8dfc4caa469654bc (diff) | |
Merge branch 'master' of github.com:lonkaars/crepe into jaro/collision-system
Diffstat (limited to 'src/example/rendering_particle.cpp')
| -rw-r--r-- | src/example/rendering_particle.cpp | 100 | 
1 files changed, 56 insertions, 44 deletions
diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 349d11e..13e625f 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -1,43 +1,24 @@ -#include "api/Animator.h" -#include "api/Camera.h" -#include "system/AnimatorSystem.h" -#include "system/ParticleSystem.h" -#include <SDL2/SDL_timer.h> -#include <crepe/ComponentManager.h> - +#include "api/Asset.h"  #include <crepe/Component.h> +#include <crepe/api/Animator.h> +#include <crepe/api/Button.h> +#include <crepe/api/Camera.h>  #include <crepe/api/Color.h>  #include <crepe/api/GameObject.h> +#include <crepe/api/LoopManager.hpp>  #include <crepe/api/ParticleEmitter.h>  #include <crepe/api/Rigidbody.h>  #include <crepe/api/Sprite.h> -#include <crepe/api/Texture.h>  #include <crepe/api/Transform.h> -#include <crepe/system/RenderSystem.h> +#include <crepe/manager/ComponentManager.h> +#include <crepe/manager/Mediator.h>  #include <crepe/types.h> - -#include <chrono> +#include <iostream>  using namespace crepe;  using namespace std; -int main(int argc, char * argv[]) { -	ComponentManager mgr; -	GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1); -	RenderSystem sys{mgr}; -	ParticleSystem psys{mgr}; -	AnimatorSystem asys{mgr}; - -	Color color(255, 255, 255, 100); - -	auto img = Texture("asset/texture/test_ap43.png"); -	Sprite & test_sprite = game_object.add_component<Sprite>( -		img, color, Sprite::FlipSettings{true, true}, 1, 1, 500); - -	//game_object.add_component<Animator>(test_sprite, 4, 1, 0).active = true; -	game_object.add_component<Animator>(test_sprite, 1, 1, 0).active = true; - -	/* +/*  	auto & test = game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{  		.position = {0, 0},  		.max_particles = 10, @@ -59,25 +40,56 @@ int main(int argc, char * argv[]) {  	});  	*/ -	auto & cam = game_object.add_component<Camera>(Color::RED, ivec2{1080, 720}, -												   vec2{2000, 2000}, 1.0f); +class TestScene : public Scene { +public: +	void load_scene() { -	/* -	game_object -		.add_component<Sprite>(make_shared<Texture>("asset/texture/img.png"), color, -		.add_component<Sprite>(make_shared<Texture>("asset/texture/img.png"), color, -							   FlipSettings{false, false}) -		.order_in_layer -		= 6; -	*/ +		cout << "TestScene" << endl; +		Mediator & mediator = this->mediator; +		ComponentManager & mgr = mediator.component_manager; +		GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1); -	auto start = std::chrono::steady_clock::now(); -	while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) { -		psys.update(); -		asys.update(); -		sys.update(); -		SDL_Delay(10); +		Color color(255, 255, 255, 255); + +		Asset img{"asset/spritesheet/spritesheet_test.png"}; + +		Sprite & test_sprite = game_object.add_component<Sprite>( +			img, Sprite::Data{ +					 .color = color, +					 .flip = Sprite::FlipSettings{false, false}, +					 .sorting_in_layer = 2, +					 .order_in_layer = 2, +					 .size = {0, 100}, +					 .angle_offset = 0, +					 .position_offset = {0, 0}, +				 }); + +		//auto & anim = game_object.add_component<Animator>(test_sprite,ivec2{32, 64}, uvec2{4,1}, Animator::Data{}); +		//anim.set_anim(0); + +		auto & cam = game_object.add_component<Camera>(ivec2{720, 1280}, vec2{400, 400}, +													   Camera::Data{ +														   .bg_color = Color::WHITE, +													   }); + +		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; }; + +		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;  	} +	string get_name() const { return "TestScene"; }; +}; + +int main(int argc, char * argv[]) { +	LoopManager engine; +	engine.add_scene<TestScene>(); +	engine.start();  	return 0;  }  |