#include "Particle.h" #include "ParticleSystem.h" #include "SDLApp.h" #include "api/ParticleEmitter.h" #include <chrono> #include <crepe/Component.h> #include <crepe/ComponentManager.h> #include <crepe/api/GameObject.h> #include <iostream> #include <thread> using namespace crepe::api; using namespace crepe; using namespace std; const int WINDOW_WIDTH = 800; const int WINDOW_HEIGHT = 600; int main(int argc, char * argv[]) { SDLApp app(WINDOW_WIDTH, WINDOW_HEIGHT); if (!app.initialize()) { cerr << "Failed to initialize SDLApp." << endl; return 1; } GameObject * game_object[1]; game_object[0] = new GameObject(0, "Name", "Tag", 0); // FIXME: all systems are singletons, so this shouldn't even compile. ParticleSystem particle_system; unsigned int max_particles = 100; // maximum number of particles unsigned int emission_rate = 10; // particles created per second unsigned int speed = 50; // base speed of particles unsigned int speed_offset = 10; // random offset for particle speed unsigned int angle = 270; // base angle of particle emission unsigned int angle_offset = 30; // random offset for particle angle float begin_lifespan = 0.0f; // beginning lifespan of particles float end_lifespan = 6.0f; // ending lifespan of particles // Vector to hold all the emitters // vector<ParticleEmitter> emitters; game_object[0]->add_component<ParticleEmitter>( max_particles, emission_rate, speed, speed_offset, angle, angle_offset, begin_lifespan, end_lifespan); // Loop to create 1000 emitters // for (unsigned int i = 0; i < 1000; ++i) { // ParticleEmitter emitter(maxParticles, emissionRate, speed, speedOffset, angle, angleOffset, beginLifespan, endLifespan); // // Set a position for each emitter, modifying the position for demonstration // emitter.m_position = {static_cast<float>(200 + (i % 100)), static_cast<float>(200 + (i / 100) * 10)}; // Adjust position for each emitter // emitters.push_back(emitter); // Add the emitter to the vector // } float delta_time = 0.1f; bool running = true; cout << "start loop " << endl; while (running) { app.handle_events(running); // Start timing auto start = chrono::high_resolution_clock::now(); // POC CODE particle_system.update(); // POC CODE // End timing auto end = chrono::high_resolution_clock::now(); chrono::duration<float, milli> duration = end - start; // get duration in milliseconds cout << "Update took " << duration.count() << " ms" << endl; app.clear_screen(); start = chrono::high_resolution_clock::now(); // render particles using the draw_square 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.draw_square(particle.position.x, particle.position.y, 5); // draw each particle } } app.present_screen(); end = chrono::high_resolution_clock::now(); duration = end - start; // get duration in milliseconds cout << "screen took " << duration.count() << " ms" << endl; this_thread::sleep_for(chrono::milliseconds(20)); // simulate ~50 FPS } app.clean_up(); return 0; }