#include "api/Asset.h" #include "manager/ResourceManager.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include using namespace crepe; using namespace std; /* auto & test = game_object.add_component(ParticleEmitter::Data{ .position = {0, 0}, .max_particles = 10, .emission_rate = 0.1, .min_speed = 6, .max_speed = 20, .min_angle = -20, .max_angle = 20, .begin_lifespan = 0, .end_lifespan = 60, .force_over_time = vec2{0, 0}, .boundary{ .width = 1000, .height = 1000, .offset = vec2{0, 0}, .reset_on_exit = false, }, .sprite = test_sprite, }); */ class TestScene : public Scene { public: void load_scene() { cout << "TestScene" << endl; Mediator & mediator = this->mediator; ComponentManager & mgr = mediator.component_manager; GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1); Color color(255, 255, 255, 255); Asset img{"asset/texture/img.png"}; Sprite & test_sprite = game_object.add_component( img, Sprite::Data{ .color = color, .flip = Sprite::FlipSettings{false, false}, .sorting_in_layer = 2, .order_in_layer = 2, .size = {0, 100}, .angle_offset = 0, .position_offset = {100, 0}, }); auto & anim = game_object.add_component(test_sprite, 4, 4, Animator::Data{ .fps = 1, .looping = false, }); anim.set_anim(2); anim.active = false; auto & cam = game_object.add_component(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(); engine.start(); return 0; }