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-rw-r--r--src/example/rendering_particle.cpp63
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;
}