diff options
Diffstat (limited to 'src/example')
| -rw-r--r-- | src/example/rendering_particle.cpp | 73 | 
1 files changed, 44 insertions, 29 deletions
| diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 349d11e..07e43a1 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> @@ -16,28 +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, 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, @@ -59,8 +43,47 @@ 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() { +		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/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, +				 }); + +		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();  	/*  	game_object @@ -71,13 +94,5 @@ 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;  } |