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-rw-r--r--src/example/particle.cpp158
1 files changed, 78 insertions, 80 deletions
diff --git a/src/example/particle.cpp b/src/example/particle.cpp
index fb89a3d..66b1441 100644
--- a/src/example/particle.cpp
+++ b/src/example/particle.cpp
@@ -1,14 +1,13 @@
-#include <iostream>
-#include <thread>
-#include <chrono>
+#include "Particle.h"
+#include "ParticleSystem.h"
#include "SDLApp.h"
#include "api/ParticleEmitter.h"
-#include "ParticleSystem.h"
-#include "Particle.h"
+#include <chrono>
#include <crepe/Component.h>
#include <crepe/ComponentManager.h>
#include <crepe/api/GameObject.h>
-#include <chrono>
+#include <iostream>
+#include <thread>
using namespace crepe::api;
using namespace crepe;
@@ -17,87 +16,86 @@ using namespace std;
const int WINDOW_WIDTH = 800;
const int WINDOW_HEIGHT = 600;
-int main(int argc, char* argv[]) {
- SDLApp app(WINDOW_WIDTH, WINDOW_HEIGHT);
+int main(int argc, char * argv[]) {
+ SDLApp app(WINDOW_WIDTH, WINDOW_HEIGHT);
- if (!app.initialize()) {
- cerr << "Failed to initialize SDLApp." << endl;
- return 1;
- }
+ if (!app.initialize()) {
+ cerr << "Failed to initialize SDLApp." << endl;
+ return 1;
+ }
-
GameObject * game_object[1];
game_object[0] = new GameObject(0, "Name", "Tag", 0);
-
-
- ParticleSystem particleSystem;
-
- unsigned int maxParticles = 100; // maximum number of particles
- unsigned int emissionRate = 10; // particles created per second
- unsigned int speed = 50; // base speed of particles
- unsigned int speedOffset = 10; // random offset for particle speed
- unsigned int angle = 270; // base angle of particle emission
- unsigned int angleOffset = 30; // random offset for particle angle
- float beginLifespan = 0.0f; // beginning lifespan of particles
- float endLifespan = 6.0f; // ending lifespan of particles
-
- // Vector to hold all the emitters
- // vector<ParticleEmitter> emitters;
- game_object[0]->add_component<ParticleEmitter>(maxParticles, emissionRate, speed, speedOffset, angle, angleOffset, beginLifespan, endLifespan);
-
-
-
-
- // Loop to create 1000 emitters
- // for (unsigned int i = 0; i < 1000; ++i) {
- // ParticleEmitter emitter(maxParticles, emissionRate, speed, speedOffset, angle, angleOffset, beginLifespan, endLifespan);
-
- // // Set a position for each emitter, modifying the position for demonstration
- // emitter.m_position = {static_cast<float>(200 + (i % 100)), static_cast<float>(200 + (i / 100) * 10)}; // Adjust position for each emitter
-
- // emitters.push_back(emitter); // Add the emitter to the vector
- // }
- float deltaTime = 0.1f;
- bool running = true;
- cout << "start loop " << endl;
- while (running) {
- app.handleEvents(running);
-
- // Start timing
- auto start = chrono::high_resolution_clock::now();
+ ParticleSystem particle_system;
+
+ unsigned int max_particles = 100; // maximum number of particles
+ unsigned int emission_rate = 10; // particles created per second
+ unsigned int speed = 50; // base speed of particles
+ unsigned int speed_offset = 10; // random offset for particle speed
+ unsigned int angle = 270; // base angle of particle emission
+ unsigned int angle_offset = 30; // random offset for particle angle
+ float begin_lifespan = 0.0f; // beginning lifespan of particles
+ float end_lifespan = 6.0f; // ending lifespan of particles
+
+ // Vector to hold all the emitters
+ // vector<ParticleEmitter> emitters;
+ game_object[0]->add_component<ParticleEmitter>(
+ max_particles, emission_rate, speed, speed_offset, angle, angle_offset,
+ begin_lifespan, end_lifespan);
+
+ // Loop to create 1000 emitters
+ // for (unsigned int i = 0; i < 1000; ++i) {
+ // ParticleEmitter emitter(maxParticles, emissionRate, speed, speedOffset, angle, angleOffset, beginLifespan, endLifespan);
+
+ // // Set a position for each emitter, modifying the position for demonstration
+ // emitter.m_position = {static_cast<float>(200 + (i % 100)), static_cast<float>(200 + (i / 100) * 10)}; // Adjust position for each emitter
+
+ // emitters.push_back(emitter); // Add the emitter to the vector
+ // }
+ float delta_time = 0.1f;
+ bool running = true;
+ cout << "start loop " << endl;
+ while (running) {
+ app.handle_events(running);
+
+ // Start timing
+ auto start = chrono::high_resolution_clock::now();
// POC CODE
- particleSystem.update();
+ particle_system.update();
// POC CODE
- // End timing
- auto end = chrono::high_resolution_clock::now();
- chrono::duration<float, milli> duration = end - start; // get duration in milliseconds
-
- cout << "Update took " << duration.count() << " ms" << endl;
- app.clearScreen();
-
- start = chrono::high_resolution_clock::now();
- // render particles using the drawSquare method from SDLApp
- ComponentManager& mgr = ComponentManager::get_instance();
- std::vector<std::reference_wrapper<ParticleEmitter>> emitters = mgr.get_components_by_type<ParticleEmitter>();
- for (const ParticleEmitter& emitter : emitters) {
- for (const Particle& particle : emitter.particles) {
- if(particle.active)app.drawSquare(particle.position.x, particle.position.y, 5); // draw each particle
- }
- }
-
-
- app.presentScreen();
- end = chrono::high_resolution_clock::now();
- duration = end - start; // get duration in milliseconds
-
- cout << "screen took " << duration.count() << " ms" << endl;
-
- this_thread::sleep_for(chrono::milliseconds(20)); // simulate ~50 FPS
- }
-
- app.cleanUp();
- return 0;
+ // End timing
+ auto end = chrono::high_resolution_clock::now();
+ chrono::duration<float, milli> duration
+ = end - start; // get duration in milliseconds
+
+ cout << "Update took " << duration.count() << " ms" << endl;
+ app.clear_screen();
+
+ start = chrono::high_resolution_clock::now();
+ // render particles using the draw_square method from SDLApp
+ ComponentManager & mgr = ComponentManager::get_instance();
+ std::vector<std::reference_wrapper<ParticleEmitter>> emitters
+ = mgr.get_components_by_type<ParticleEmitter>();
+ for (const ParticleEmitter & emitter : emitters) {
+ for (const Particle & particle : emitter.particles) {
+ if (particle.active)
+ app.draw_square(particle.position.x, particle.position.y,
+ 5); // draw each particle
+ }
+ }
+
+ app.present_screen();
+ end = chrono::high_resolution_clock::now();
+ duration = end - start; // get duration in milliseconds
+
+ cout << "screen took " << duration.count() << " ms" << endl;
+
+ this_thread::sleep_for(chrono::milliseconds(20)); // simulate ~50 FPS
+ }
+
+ app.clean_up();
+ return 0;
}