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
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
|
#include "api/Animator.h"
#include "api/Camera.h"
#include "system/AnimatorSystem.h"
#include <crepe/ComponentManager.h>
#include <crepe/api/GameObject.h>
#include <crepe/system/RenderSystem.h>
#include <crepe/util/Log.h>
#include <crepe/api/AssetManager.h>
#include <crepe/api/Color.h>
#include <crepe/api/Sprite.h>
#include <crepe/api/Texture.h>
#include <crepe/api/Transform.h>
#include <crepe/api/Vector2.h>
#include <chrono>
#include <memory>
using namespace std;
using namespace crepe;
int main() {
dbg_trace();
ComponentManager mgr{};
RenderSystem sys{mgr};
AnimatorSystem anim_sys{mgr};
GameObject obj = mgr.new_object("name", "tag", Vector2{250, 0}, 0, 1);
GameObject obj1 = mgr.new_object("name", "tag", Vector2{500, 0}, 1, 0.1);
GameObject obj2 = mgr.new_object("name", "tag", Vector2{800, 0}, 1, 0.1);
// Normal adding components
{
Color color(0, 0, 0, 0);
Sprite & sprite = obj.add_component<Sprite>(
make_shared<Texture>("../asset/spritesheet/spritesheet_test.png"), color,
FlipSettings{false, false});
Camera & cam = obj.add_component<Camera>(Color::get_red());
obj.add_component<Animator>(sprite, 4, 1, 1).active = true;
}
/*
{
Color color(0, 0, 0, 0);
obj1.add_component<Sprite>(make_shared<Texture>("../asset/texture/second.png"), color,
FlipSettings{true, true});
}
*/
/*
{
Color color(0, 0, 0, 0);
auto img = mgr.cache<Texture>("../asset/texture/second.png");
obj2.add_component<Sprite>(img, color, FlipSettings{true, true});
}
*/
auto start = std::chrono::steady_clock::now();
while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) {
anim_sys.update();
sys.update();
}
}
|