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-rw-r--r--src/example/components_internal.cpp4
-rw-r--r--src/example/particle.cpp17
2 files changed, 13 insertions, 8 deletions
diff --git a/src/example/components_internal.cpp b/src/example/components_internal.cpp
index 54ce295..3ba5b5a 100644
--- a/src/example/components_internal.cpp
+++ b/src/example/components_internal.cpp
@@ -39,8 +39,8 @@ int main() {
auto stop_adding = chrono::high_resolution_clock::now();
auto sprites = mgr.get_components_by_type<Sprite>();
- for (auto sprite : sprites) {
- assert(sprite.get().path == "test");
+ for (auto & sprite : sprites) {
+ assert(sprite.path == "test");
}
auto stop_looping = chrono::high_resolution_clock::now();
diff --git a/src/example/particle.cpp b/src/example/particle.cpp
index fc56230..df1dbfd 100644
--- a/src/example/particle.cpp
+++ b/src/example/particle.cpp
@@ -24,7 +24,7 @@ int main(int argc, char* argv[]) {
return 1;
}
- auto & mgr = ComponentManager::get_instance();
+
GameObject * game_object[1];
game_object[0] = new GameObject(0, "Name", "Tag", 0);
@@ -32,19 +32,19 @@ int main(int argc, char* argv[]) {
ParticleSystem particleSystem;
unsigned int maxParticles = 100; // maximum number of particles
- unsigned int emissionRate = 1; // particles created per second
+ unsigned int emissionRate = 10; // particles created per second
unsigned int speed = 50; // base speed of particles
unsigned int speedOffset = 10; // random offset for particle speed
- unsigned int angle = 90; // base angle of particle emission
+ unsigned int angle = 270; // base angle of particle emission
unsigned int angleOffset = 30; // random offset for particle angle
float beginLifespan = 0.0f; // beginning lifespan of particles
- float endLifespan = 2.0f; // ending lifespan of particles
+ float endLifespan = 6.0f; // ending lifespan of particles
// Vector to hold all the emitters
// vector<ParticleEmitter> emitters;
game_object[0]->add_component<ParticleEmitter>(maxParticles, emissionRate, speed, speedOffset, angle, angleOffset, beginLifespan, endLifespan);
- std::vector<std::reference_wrapper<ParticleEmitter>> emitters = mgr.get_components_by_type<ParticleEmitter>();
+
// Loop to create 1000 emitters
@@ -65,7 +65,10 @@ int main(int argc, char* argv[]) {
// Start timing
auto start = chrono::high_resolution_clock::now();
- particleSystem.update(deltaTime, emitters); // update particle system with delta time and emitters
+
+ // POC CODE
+ particleSystem.update();
+ // POC CODE
// End timing
auto end = chrono::high_resolution_clock::now();
@@ -76,6 +79,8 @@ int main(int argc, char* argv[]) {
start = chrono::high_resolution_clock::now();
// render particles using the drawSquare method from SDLApp
+ ComponentManager& mgr = ComponentManager::get_instance();
+ std::vector<std::reference_wrapper<ParticleEmitter>> emitters = mgr.get_components_by_type<ParticleEmitter>();
for (const ParticleEmitter& emitter : emitters) {
for (const Particle& particle : emitter.particles) {
if(particle.active)app.drawSquare(particle.position.x, particle.position.y, 5); // draw each particle