diff options
author | max-001 <maxsmits21@kpnmail.nl> | 2024-11-24 11:58:23 +0100 |
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committer | max-001 <maxsmits21@kpnmail.nl> | 2024-11-24 11:58:23 +0100 |
commit | f235743e60fd183319d3cdfb103318739ecbb1e9 (patch) | |
tree | 30817cbc4977f6ffc7951268cb6696e408480b5f /src/example | |
parent | b1caa74439b404e4b3fe911836004dd7cb47dd50 (diff) | |
parent | 1499363d85abedbdb571e33801b821f4dfabc638 (diff) |
Merge remote-tracking branch 'origin/master' into max/ecs
Diffstat (limited to 'src/example')
-rw-r--r-- | src/example/rendering_particle.cpp | 11 |
1 files changed, 6 insertions, 5 deletions
diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 4571afb..b38e860 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -1,5 +1,6 @@ #include "api/Camera.h" #include "system/ParticleSystem.h" +#include "types.h" #include <SDL2/SDL_timer.h> #include <crepe/ComponentManager.h> @@ -23,14 +24,14 @@ using namespace std; int main(int argc, char * argv[]) { ComponentManager mgr; - GameObject game_object = mgr.new_object("", "", Vector2{100, 100}, 0, 0.1); + GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 0.1); RenderSystem sys{mgr}; ParticleSystem psys{mgr}; Color color(255, 255, 255, 255); Sprite & test_sprite = game_object.add_component<Sprite>( - make_shared<Texture>("../asset/texture/img.png"), color, FlipSettings{false, false}); + make_shared<Texture>("asset/texture/img.png"), color, FlipSettings{false, false}); test_sprite.order_in_layer = 5; auto & test = game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{ @@ -43,11 +44,11 @@ int main(int argc, char * argv[]) { .max_angle = 20, .begin_lifespan = 0, .end_lifespan = 60, - .force_over_time = Vector2{0, 0}, + .force_over_time = vec2{0, 0}, .boundary{ .width = 1000, .height = 1000, - .offset = Vector2{0, 0}, + .offset = vec2{0, 0}, .reset_on_exit = false, }, .sprite = test_sprite, @@ -55,7 +56,7 @@ int main(int argc, char * argv[]) { game_object.add_component<Camera>(Color::WHITE); 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; |