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-rw-r--r--src/example/rendering_particle.cpp71
1 files changed, 71 insertions, 0 deletions
diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp
new file mode 100644
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+++ b/src/example/rendering_particle.cpp
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+#include "api/Camera.h"
+#include "system/ParticleSystem.h"
+#include <SDL2/SDL_timer.h>
+#include <crepe/ComponentManager.h>
+
+#include <crepe/Component.h>
+#include <crepe/api/Color.h>
+#include <crepe/api/GameObject.h>
+#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/api/Vector2.h>
+#include <crepe/system/RenderSystem.h>
+
+#include <chrono>
+#include <iostream>
+#include <memory>
+
+using namespace crepe;
+using namespace std;
+
+int main(int argc, char * argv[]) {
+ ComponentManager mgr;
+ GameObject game_object = mgr.new_object("", "", Vector2{100, 100}, 0, 0.1);
+ RenderSystem sys{mgr};
+ ParticleSystem psys{mgr};
+
+ Color color(255, 255, 255, 255);
+
+ Sprite & test_sprite = game_object.add_component<Sprite>(
+ make_shared<Texture>("../asset/texture/img.png"), color, FlipSettings{false, false});
+ test_sprite.order_in_layer = 5;
+
+ auto & test = game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{
+ .position = {0, 0},
+ .max_particles = 10,
+ .emission_rate = 0.1,
+ .min_speed = 6,
+ .max_speed = 20,
+ .min_angle = -20,
+ .max_angle = 20,
+ .begin_lifespan = 0,
+ .end_lifespan = 60,
+ .force_over_time = Vector2{0, 0},
+ .boundary{
+ .width = 1000,
+ .height = 1000,
+ .offset = Vector2{0, 0},
+ .reset_on_exit = false,
+ },
+ .sprite = test_sprite,
+ });
+ game_object.add_component<Camera>(Color::WHITE);
+
+ game_object
+ .add_component<Sprite>(make_shared<Texture>("../asset/texture/img.png"), color,
+ FlipSettings{false, false})
+ .order_in_layer
+ = 6;
+
+ auto start = std::chrono::steady_clock::now();
+ while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) {
+ psys.update();
+ sys.update();
+ SDL_Delay(10);
+ }
+
+ return 0;
+}