diff options
Diffstat (limited to 'src/example/rendering_particle.cpp')
-rw-r--r-- | src/example/rendering_particle.cpp | 88 |
1 files changed, 45 insertions, 43 deletions
diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 349d11e..29d475d 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -1,43 +1,22 @@ -#include "api/Animator.h" -#include "api/Camera.h" -#include "system/AnimatorSystem.h" -#include "system/ParticleSystem.h" -#include <SDL2/SDL_timer.h> -#include <crepe/ComponentManager.h> - #include <crepe/Component.h> +#include <crepe/api/Animator.h> +#include <crepe/api/Camera.h> #include <crepe/api/Color.h> #include <crepe/api/GameObject.h> +#include <crepe/api/LoopManager.hpp> #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/system/RenderSystem.h> +#include <crepe/manager/ComponentManager.h> +#include <crepe/manager/Mediator.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, 100); - - auto img = Texture("asset/texture/test_ap43.png"); - Sprite & test_sprite = game_object.add_component<Sprite>( - img, color, Sprite::FlipSettings{true, true}, 1, 1, 500); - - //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, @@ -59,25 +38,48 @@ int main(int argc, char * argv[]) { }); */ - auto & cam = game_object.add_component<Camera>(Color::RED, ivec2{1080, 720}, - vec2{2000, 2000}, 1.0f); +class TestScene : public Scene { +public: + void load_scene() { + Mediator & mediator = this->mediator; + ComponentManager & mgr = mediator.component_manager; + GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1); - /* - game_object - .add_component<Sprite>(make_shared<Texture>("asset/texture/img.png"), color, - .add_component<Sprite>(make_shared<Texture>("asset/texture/img.png"), color, - FlipSettings{false, false}) - .order_in_layer - = 6; - */ + Color color(255, 255, 255, 255); + + auto img = Texture("asset/spritesheet/pokemon_spritesheet.png"); + + Sprite & test_sprite = game_object.add_component<Sprite>( + img, Sprite::Data{ + .color = color, + .flip = Sprite::FlipSettings{false, false}, + .sorting_in_layer = 2, + .order_in_layer = 2, + .size = {0, 100}, + .angle_offset = 0, + .position_offset = {100, 0}, + }); - 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); + auto & anim = game_object.add_component<Animator>(test_sprite, 4, 4, + Animator::Data{ + .fps = 1, + .looping = false, + }); + anim.set_anim(2); + anim.active = false; + + auto & cam = game_object.add_component<Camera>(ivec2{1280, 720}, vec2{400, 400}, + Camera::Data{ + .bg_color = Color::WHITE, + }); } + string get_name() const { return "TestScene"; }; +}; + +int main(int argc, char * argv[]) { + LoopManager engine; + engine.add_scene<TestScene>(); + engine.start(); return 0; } |