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-rw-r--r--src/example/particle.cpp102
1 files changed, 0 insertions, 102 deletions
diff --git a/src/example/particle.cpp b/src/example/particle.cpp
deleted file mode 100644
index 83b1e8a..0000000
--- a/src/example/particle.cpp
+++ /dev/null
@@ -1,102 +0,0 @@
-#include <chrono>
-#include <iostream>
-#include <thread>
-
-#include <crepe/Component.h>
-#include <crepe/ComponentManager.h>
-#include <crepe/Particle.h>
-#include <crepe/facade/SDLApp.h>
-#include <crepe/api/GameObject.h>
-#include <crepe/api/ParticleEmitter.h>
-#include <crepe/system/ParticleSystem.h>
-
-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);
-
- // FIXME: all systems are singletons, so this shouldn't even compile.
- 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
- 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.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;
-}