#include "api/Animator.h" #include "api/Camera.h" #include "system/AnimatorSystem.h" #include "system/ParticleSystem.h" #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[]) { ComponentManager mgr; GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1); RenderSystem sys{mgr}; ParticleSystem psys{mgr}; AnimatorSystem asys{mgr}; Color color(255, 255, 255, 255); auto img = Texture("asset/texture/test_ap43.png"); Sprite & test_sprite = game_object.add_component( img, color, Sprite::FlipSettings{true, true}, 1, 1, 300); //game_object.add_component(test_sprite, 4, 1, 0).active = true; game_object.add_component(test_sprite, 1, 1, 0).active = true; /* 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, }); */ auto & cam = game_object.add_component(Color::WHITE, ivec2{1280, 720}, vec2{400,300}, 0.5f); cam.offset.x = 0; /* 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; */ auto start = std::chrono::steady_clock::now(); while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) { psys.update(); asys.update(); sys.update(); SDL_Delay(10); } return 0; }