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author | WBoerenkamps <wrj.boerenkamps@student.avans.nl> | 2024-12-03 11:33:48 +0100 |
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committer | WBoerenkamps <wrj.boerenkamps@student.avans.nl> | 2024-12-03 11:33:48 +0100 |
commit | d1a31a3cafc9aadb047509f5cd8b2befa212add8 (patch) | |
tree | af43d7e3bd55818565fb253064d3f35a44786a68 /src/example | |
parent | c396ae5f78222a7c3547ae5e2ce719ae143acb66 (diff) | |
parent | cc821016c8ddce45a1e3f192415f58be237b8a1e (diff) |
Merge branch 'jaro/collision-system' into wouter/exampleGame
Diffstat (limited to 'src/example')
-rw-r--r-- | src/example/rendering_particle.cpp | 29 |
1 files changed, 20 insertions, 9 deletions
diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index b38e860..349d11e 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -1,6 +1,7 @@ +#include "api/Animator.h" #include "api/Camera.h" +#include "system/AnimatorSystem.h" #include "system/ParticleSystem.h" -#include "types.h" #include <SDL2/SDL_timer.h> #include <crepe/ComponentManager.h> @@ -12,28 +13,31 @@ #include <crepe/api/Sprite.h> #include <crepe/api/Texture.h> #include <crepe/api/Transform.h> -#include <crepe/api/Vector2.h> #include <crepe/system/RenderSystem.h> +#include <crepe/types.h> #include <chrono> -#include <iostream> -#include <memory> using namespace crepe; using namespace std; int main(int argc, char * argv[]) { ComponentManager mgr; - GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 0.1); + 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, 255); + Color color(255, 255, 255, 100); + auto img = Texture("asset/texture/test_ap43.png"); Sprite & test_sprite = game_object.add_component<Sprite>( - make_shared<Texture>("asset/texture/img.png"), color, FlipSettings{false, false}); - test_sprite.order_in_layer = 5; + 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, @@ -53,17 +57,24 @@ int main(int argc, char * argv[]) { }, .sprite = test_sprite, }); - game_object.add_component<Camera>(Color::WHITE); + */ + + auto & cam = game_object.add_component<Camera>(Color::RED, ivec2{1080, 720}, + vec2{2000, 2000}, 1.0f); + /* 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; + */ 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); } |