diff options
Diffstat (limited to 'src/example/rendering_particle.cpp')
-rw-r--r-- | src/example/rendering_particle.cpp | 63 |
1 files changed, 32 insertions, 31 deletions
diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 9dcaa49..026c9ce 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -1,5 +1,7 @@ #include "api/Animator.h" #include "api/Camera.h" +#include "api/LoopManager.h" +#include "api/LoopTimer.h" #include "system/AnimatorSystem.h" #include "system/ParticleSystem.h" #include <SDL2/SDL_timer.h> @@ -16,29 +18,10 @@ #include <crepe/system/RenderSystem.h> #include <crepe/types.h> -#include <chrono> - using namespace crepe; using namespace std; -int main(int argc, char * argv[]) { - ComponentManager mgr; - GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1); - RenderSystem sys{mgr}; - ParticleSystem psys{mgr}; - AnimatorSystem asys{mgr}; - - Color color(255, 255, 255, 255); - - auto img = Texture("asset/texture/test_ap43.png"); - - Sprite & test_sprite = game_object.add_component<Sprite>( - img, color, Sprite::FlipSettings{true, true}, 1, 1, 1.95); - - //game_object.add_component<Animator>(test_sprite, 4, 1, 0).active = true; - game_object.add_component<Animator>(test_sprite, 1, 1, 0).active = true; - - /* +/* auto & test = game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{ .position = {0, 0}, .max_particles = 10, @@ -60,9 +43,35 @@ int main(int argc, char * argv[]) { }); */ - auto & cam = game_object.add_component<Camera>(Color::RED, ivec2{1280, 720}, - vec2{2.59,1.95}, 2.0); - cam.offset.x = 1; +class TestScene : public Scene { +public: + using Scene::Scene; + + void load_scene() { + ComponentManager & mgr = this->component_manager; + GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1); + + Color color(255, 255, 255, 255); + + auto img = Texture("asset/spritesheet/spritesheet_test.png"); + + Sprite & test_sprite = game_object.add_component<Sprite>( + img, color, Sprite::FlipSettings{true, true}, 1, 1, vec2{1, 1}); + + //game_object.add_component<Animator>(test_sprite, 4, 1, 0).active = true; + game_object.add_component<Animator>(test_sprite, 4, 1, 0).active = true; + + auto & cam = game_object.add_component<Camera>(Color::RED, ivec2{1280, 720}, + vec2{2.59, 1.95}, 2.0); + } + + string get_name() const { return "TestScene"; }; +}; + +int main(int argc, char * argv[]) { + LoopManager engine; + engine.add_scene<TestScene>(); + engine.start(); /* game_object @@ -73,13 +82,5 @@ int main(int argc, char * argv[]) { = 6; */ - auto start = std::chrono::steady_clock::now(); - while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) { - psys.update(); - asys.update(); - sys.update(); - SDL_Delay(10); - } - return 0; } |