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-rw-r--r--src/example/asset_manager.cpp13
-rw-r--r--src/example/audio_internal.cpp3
-rw-r--r--src/example/components_internal.cpp6
-rw-r--r--src/example/ecs.cpp13
-rw-r--r--src/example/particles.cpp3
-rw-r--r--src/example/proxy.cpp3
-rw-r--r--src/example/rendering.cpp10
-rw-r--r--src/example/scene_manager.cpp4
-rw-r--r--src/example/script.cpp3
9 files changed, 24 insertions, 34 deletions
diff --git a/src/example/asset_manager.cpp b/src/example/asset_manager.cpp
index cf64f89..917b547 100644
--- a/src/example/asset_manager.cpp
+++ b/src/example/asset_manager.cpp
@@ -6,18 +6,17 @@ using namespace crepe;
int main() {
- // this needs to be called before the asset manager otherwise the destructor
- // of sdl is not in the right order
+ // this needs to be called before the asset manager otherwise the destructor of sdl is not in
+ // the right order
{ Texture test("../asset/texture/img.png"); }
- // FIXME: make it so the issue described by the above comment is not possible
- // (i.e. the order in which internal classes are instantiated should not
- // impact the way the engine works).
+ // FIXME: make it so the issue described by the above comment is not possible (i.e. the order
+ // in which internal classes are instantiated should not impact the way the engine works).
auto & mgr = AssetManager::get_instance();
{
- // TODO: [design] the Sound class can't be directly included by the user as
- // it includes SoLoud headers.
+ // TODO: [design] the Sound class can't be directly included by the user as it includes
+ // SoLoud headers.
auto bgm = mgr.cache<Sound>("../mwe/audio/bgm.ogg");
auto sfx1 = mgr.cache<Sound>("../mwe/audio/sfx1.wav");
auto sfx2 = mgr.cache<Sound>("../mwe/audio/sfx2.wav");
diff --git a/src/example/audio_internal.cpp b/src/example/audio_internal.cpp
index 1ea839d..81f8980 100644
--- a/src/example/audio_internal.cpp
+++ b/src/example/audio_internal.cpp
@@ -34,8 +34,7 @@ int main() {
// Start the background track
bgm.play();
- // Play each sample sequentially while pausing and resuming the background
- // track
+ // Play each sample sequentially while pausing and resuming the background track
this_thread::sleep_for(500ms);
sfx1.play();
this_thread::sleep_for(500ms);
diff --git a/src/example/components_internal.cpp b/src/example/components_internal.cpp
index ea1eaad..1f8884d 100644
--- a/src/example/components_internal.cpp
+++ b/src/example/components_internal.cpp
@@ -49,10 +49,8 @@ int main() {
delete game_object[i];
}
- auto add_time = chrono::duration_cast<chrono::microseconds>(stop_adding
- - start_adding);
- auto loop_time = chrono::duration_cast<chrono::microseconds>(stop_looping
- - stop_adding);
+ auto add_time = chrono::duration_cast<chrono::microseconds>(stop_adding - start_adding);
+ auto loop_time = chrono::duration_cast<chrono::microseconds>(stop_looping - stop_adding);
printf("add time: %ldus\n", add_time.count());
printf("loop time: %ldus\n", loop_time.count());
diff --git a/src/example/ecs.cpp b/src/example/ecs.cpp
index e61c398..3197100 100644
--- a/src/example/ecs.cpp
+++ b/src/example/ecs.cpp
@@ -31,24 +31,21 @@ int main() {
// Get the Metadata and Transform components of each GameObject
ComponentManager & mgr = ComponentManager::get_instance();
- vector<reference_wrapper<Metadata>> metadata
- = mgr.get_components_by_type<Metadata>();
- vector<reference_wrapper<Transform>> transform
- = mgr.get_components_by_type<Transform>();
+ vector<reference_wrapper<Metadata>> metadata = mgr.get_components_by_type<Metadata>();
+ vector<reference_wrapper<Transform>> transform = mgr.get_components_by_type<Transform>();
// Print the Metadata and Transform components
for (auto & m : metadata) {
cout << "Id: " << m.get().game_object_id << " Name: " << m.get().name
- << " Tag: " << m.get().tag << " Parent: " << m.get().parent
- << " Children: ";
+ << " Tag: " << m.get().tag << " Parent: " << m.get().parent << " Children: ";
for (auto & c : m.get().children) {
cout << c << " ";
}
cout << endl;
}
for (auto & t : transform) {
- cout << "Id: " << t.get().game_object_id << " Position: ["
- << t.get().position.x << ", " << t.get().position.y << "]" << endl;
+ cout << "Id: " << t.get().game_object_id << " Position: [" << t.get().position.x
+ << ", " << t.get().position.y << "]" << endl;
}
return 0;
diff --git a/src/example/particles.cpp b/src/example/particles.cpp
index 6eab046..3bdf35f 100644
--- a/src/example/particles.cpp
+++ b/src/example/particles.cpp
@@ -17,8 +17,7 @@ int main(int argc, char * argv[]) {
GameObject game_object(0, "", "", Vector2{0, 0}, 0, 0);
Color color(0, 0, 0, 0);
Sprite test_sprite = game_object.add_component<Sprite>(
- make_shared<Texture>("../asset/texture/img.png"), color,
- FlipSettings{true, true});
+ make_shared<Texture>("../asset/texture/img.png"), color, FlipSettings{true, true});
game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{
.position = {0, 0},
.max_particles = 100,
diff --git a/src/example/proxy.cpp b/src/example/proxy.cpp
index 0afff41..b69ea03 100644
--- a/src/example/proxy.cpp
+++ b/src/example/proxy.cpp
@@ -23,8 +23,7 @@ int main() {
ValueBroker<int> broker{
[&real_value](const int & target) {
- dbg_logf("set %s to %s", to_string(real_value).c_str(),
- to_string(target).c_str());
+ dbg_logf("set %s to %s", to_string(real_value).c_str(), to_string(target).c_str());
real_value = target;
},
[&real_value]() -> const int & {
diff --git a/src/example/rendering.cpp b/src/example/rendering.cpp
index 827ad07..e0281f2 100644
--- a/src/example/rendering.cpp
+++ b/src/example/rendering.cpp
@@ -27,16 +27,14 @@ int main() {
// Normal adding components
{
Color color(0, 0, 0, 0);
- obj.add_component<Sprite>(
- make_shared<Texture>("../asset/texture/img.png"), color,
- FlipSettings{false, false});
+ obj.add_component<Sprite>(make_shared<Texture>("../asset/texture/img.png"), color,
+ FlipSettings{false, false});
obj.add_component<Camera>(Color::get_red());
}
{
Color color(0, 0, 0, 0);
- obj1.add_component<Sprite>(
- make_shared<Texture>("../asset/texture/second.png"), color,
- FlipSettings{true, true});
+ obj1.add_component<Sprite>(make_shared<Texture>("../asset/texture/second.png"), color,
+ FlipSettings{true, true});
}
/*
diff --git a/src/example/scene_manager.cpp b/src/example/scene_manager.cpp
index f46dc36..c48d5e3 100644
--- a/src/example/scene_manager.cpp
+++ b/src/example/scene_manager.cpp
@@ -40,7 +40,9 @@ int main() {
scene_mgr.add_scene<ConcreteScene1>("scene1");
scene_mgr.add_scene<ConcreteScene2>("scene2");
- // There is no need to call set_next_scene() at the beginnen, because the first scene will be automatically set as the next scene
+ // There is no need to call set_next_scene() at the beginnen, because the first scene will be
+ // automatically set as the next scene
+
// Load scene1 (the first scene added)
scene_mgr.load_next_scene();
diff --git a/src/example/script.cpp b/src/example/script.cpp
index 9e8b147..5411b77 100644
--- a/src/example/script.cpp
+++ b/src/example/script.cpp
@@ -39,8 +39,7 @@ int main() {
auto obj = GameObject(0, "name", "tag", Vector2{1.2, 3.4}, 0, 1);
obj.add_component<BehaviorScript>().set_script<MyScript>();
- // Get ScriptSystem singleton instance (this would normally be done from the
- // game loop)
+ // Get ScriptSystem singleton instance (this would normally be done from the game loop)
ScriptSystem sys;
// Update all scripts. This should result in MyScript::update being called
sys.update();