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-rw-r--r--src/example/particle.cpp102
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..53fa213
--- /dev/null
+++ b/src/example/particle.cpp
@@ -0,0 +1,102 @@
+#include "Particle.h"
+#include "ParticleSystem.h"
+#include "SDLApp.h"
+#include "api/ParticleEmitter.h"
+#include <chrono>
+#include <crepe/Component.h>
+#include <crepe/ComponentManager.h>
+#include <crepe/api/GameObject.h>
+#include <iostream>
+#include <thread>
+
+using namespace crepe::api;
+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;
+}