#include "api/Animator.h" #include "api/Camera.h" #include "api/LoopManager.h" #include "api/LoopTimer.h" #include "system/AnimatorSystem.h" #include "system/ParticleSystem.h" #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: using Scene::Scene; void load_scene() { ComponentManager & mgr = this->component_manager; GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1); Color color(255, 255, 255, 255); auto img = Texture("asset/spritesheet/pokemon_spritesheet.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, .scale = 1, }); auto & anim = game_object.add_component(Animator::Data{ .spritesheet = test_sprite, .col = 4, .row = 4, .fps = 1, .looping = true, .cycle_start = 1, .cycle_end = 3, }); anim.set_anim(2); auto & cam = game_object.add_component(Camera::Data{ .bg_color = Color::WHITE, .screen = ivec2{720, 1280}, .viewport_size = vec2{400, 400}, .zoom = 1.0, }); } string get_name() const { return "TestScene"; }; }; int main(int argc, char * argv[]) { LoopManager engine; engine.add_scene(); engine.start(); /* game_object .add_component(make_shared("asset/texture/img.png"), color, .add_component(make_shared("asset/texture/img.png"), color, FlipSettings{false, false}) .order_in_layer = 6; */ return 0; }