blob: ea7f528c2233e43e25b2d781603122d85b9aa7b1 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
|
#include <SDL2/SDL_timer.h>
#include <chrono>
#include <crepe/Component.h>
#include <crepe/api/Animator.h>
#include <crepe/api/Button.h>
#include <crepe/api/Camera.h>
#include <crepe/api/Color.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/Sprite.h>
#include <crepe/api/Texture.h>
#include <crepe/api/Transform.h>
#include <crepe/facade/SDLContext.h>
#include <crepe/manager/ComponentManager.h>
#include <crepe/manager/EventManager.h>
#include <crepe/system/AnimatorSystem.h>
#include <crepe/system/InputSystem.h>
#include <crepe/system/RenderSystem.h>
#include <crepe/types.h>
using namespace crepe;
using namespace std;
int main(int argc, char * argv[]) {
Mediator mediator;
ComponentManager mgr {mediator};
RenderSystem sys {mediator};
EventManager event_mgr {mediator};
InputSystem input_sys {mediator};
SDLContext sdl_context {mediator};
GameObject obj = mgr.new_object("camera", "camera", vec2 {0, 0}, 0, 1);
auto & camera = obj.add_component<Camera>(
ivec2 {500, 500}, vec2 {500, 500},
Camera::Data {.bg_color = Color::WHITE, .zoom = 1.0f}
);
auto start = std::chrono::steady_clock::now();
while (true) {
const keyboard_state_t & keyboard_state = sdl_context.get_keyboard_state();
input_sys.update();
sys.update();
event_mgr.dispatch_events();
SDL_Delay(30);
}
return 0;
}
|