diff options
author | heavydemon21 <nielsstunnebrink1@gmail.com> | 2024-12-11 17:02:18 +0100 |
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committer | heavydemon21 <nielsstunnebrink1@gmail.com> | 2024-12-11 17:02:18 +0100 |
commit | 715be63e514066fec1962f47f85d0754cbf37755 (patch) | |
tree | 5c3bf3728cce9413be36f20021ffbe511bbba20f /src/example | |
parent | 9b337ae01e4f3efc6ad3be5af33e3df8e9224d71 (diff) | |
parent | 30c17c98e54c1534664de08ca3838c40c859d166 (diff) |
Merge branch 'master' into niels/UI
Diffstat (limited to 'src/example')
-rw-r--r-- | src/example/rendering_particle.cpp | 17 |
1 files changed, 6 insertions, 11 deletions
diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 48e02ba..14f82c8 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -1,4 +1,4 @@ -#include "api/Button.h" +#include "api/Asset.h" #include <crepe/Component.h> #include <crepe/api/Animator.h> #include <crepe/api/Camera.h> @@ -8,12 +8,10 @@ #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 <functional> #include <iostream> using namespace crepe; @@ -44,13 +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{ @@ -63,13 +63,8 @@ public: .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.pause(); + //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{ |