#include "api/BoxCollider.h" #include "system/CollisionSystem.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include using namespace crepe; using namespace std; int main(int argc, char * argv[]) { Color color(0, 0, 0, 0); GameObject game_object1(0, "Name", "Tag", Vector2{10, 10}, 0, 1); game_object1.add_component(Rigidbody::Data{ .mass = 1, .gravity_scale = 1, .body_type = Rigidbody::BodyType::DYNAMIC, .constraints = {0, 0, 0}, .use_gravity = true, .bounce = false, .offset = {0,0} }); game_object1.add_component(Vector2{5, 5}, 5, 5); // game_object1.add_component( // make_shared("/home/jaro/crepe/asset/texture/img.png"), color, // FlipSettings{true, true}); GameObject game_object2(1, "Name", "Tag", Vector2{20, 0}, 90, 1); game_object2.add_component(Rigidbody::Data{ .mass = 1, .gravity_scale = 1, .body_type = Rigidbody::BodyType::DYNAMIC, .constraints = {0, 0, 0}, .use_gravity = true, .bounce = false, .offset = {0,0} }); game_object2.add_component(Vector2{5, 5}, 5, 5); // game_object2.add_component( // make_shared("/home/jaro/crepe/asset/texture/img.png"), color, // FlipSettings{true, true}); CollisionSystem coltest; coltest.update(); // auto & sys = crepe::RenderSystem::get_instance(); // auto start = std::chrono::steady_clock::now(); // while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) { // sys.update(); // } return 0; }