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Diffstat (limited to 'src/example/particle.cpp')
-rw-r--r-- | src/example/particle.cpp | 102 |
1 files changed, 102 insertions, 0 deletions
diff --git a/src/example/particle.cpp b/src/example/particle.cpp new file mode 100644 index 0000000..df1dbfd --- /dev/null +++ b/src/example/particle.cpp @@ -0,0 +1,102 @@ +#include <iostream> +#include <thread> +#include <chrono> +#include "SDLApp.h" +#include "ParticleEmitter.h" +#include "ParticleSystem.h" +#include "Particle.h" +#include <crepe/Component.h> +#include <crepe/ComponentManager.h> +#include <crepe/GameObject.h> +#include <chrono> + +using namespace crepe; +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); + + 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(); + + + // POC CODE + particleSystem.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; +} |