diff options
author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-11 18:37:23 +0100 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-11 18:37:23 +0100 |
commit | ca6c4f30df6612f60db0fdfe4c2d366d7e4da8ea (patch) | |
tree | 199878898c2ddcdd2f7f6a1b76c165c2c7db5c8d /src/example/rendering_particle.cpp | |
parent | f0ecbea57a4d75905c4ee79608807187cd8f3e72 (diff) | |
parent | 30c17c98e54c1534664de08ca3838c40c859d166 (diff) |
merge master
Diffstat (limited to 'src/example/rendering_particle.cpp')
-rw-r--r-- | src/example/rendering_particle.cpp | 18 |
1 files changed, 8 insertions, 10 deletions
diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 29d475d..bd4ef95 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -1,3 +1,4 @@ +#include "api/Asset.h" #include <crepe/Component.h> #include <crepe/api/Animator.h> #include <crepe/api/Camera.h> @@ -7,11 +8,11 @@ #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/manager/ComponentManager.h> #include <crepe/manager/Mediator.h> #include <crepe/types.h> +#include <iostream> using namespace crepe; using namespace std; @@ -41,13 +42,15 @@ 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); Color color(255, 255, 255, 255); - auto img = Texture("asset/spritesheet/pokemon_spritesheet.png"); + Asset img{"asset/spritesheet/spritesheet_test.png"}; Sprite & test_sprite = game_object.add_component<Sprite>( img, Sprite::Data{ @@ -57,16 +60,11 @@ public: .order_in_layer = 2, .size = {0, 100}, .angle_offset = 0, - .position_offset = {100, 0}, + .position_offset = {0, 0}, }); - auto & anim = game_object.add_component<Animator>(test_sprite, 4, 4, - Animator::Data{ - .fps = 1, - .looping = false, - }); - anim.set_anim(2); - anim.active = false; + //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{1280, 720}, vec2{400, 400}, Camera::Data{ |