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#include <chrono>
#include <iostream>
#include <thread>
#include <crepe/Component.h>
#include <crepe/ComponentManager.h>
#include <crepe/Particle.h>
#include <crepe/SDLApp.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/ParticleEmitter.h>
#include <crepe/system/ParticleSystem.h>
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;
}
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