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#include <crepe/ComponentManager.h>
#include <crepe/api/GameObject.h>
#include <crepe/RenderSystem.h>
#include <crepe/util/log.h>
#include <crepe/api/Color.h>
#include <crepe/api/Point.h>
#include <crepe/api/Sprite.h>
#include <crepe/api/Texture.h>
#include <crepe/api/Transform.h>
#include <crepe/api/AssetManager.h>
#include <chrono>
#include <memory>
using namespace std;
using namespace crepe;
using namespace crepe::api;
int main() {
dbg_trace();
auto obj = GameObject(0, "name", "tag", 0);
auto obj1= GameObject(1, "name", "tag", 0);
auto obj2 = GameObject(2, "name", "tag", 0);
auto& mgr = AssetManager::get_instance();
// Normal adding components
{
Color color(0, 0, 0, 0);
Point point = {
.x = 0,
.y = 0,
};
obj.add_component<Transform>(point, 1, 1);
obj.add_component<Sprite>(
make_shared<Texture>("../asset/texture/img.png"), color,
flip_settings{true, true});
}
{
Color color(0, 0, 0, 0);
Point point = {
.x = 500,
.y = 0,
};
obj1.add_component<Transform>(point, 0, 0.1);
auto img = mgr.cache<Texture>("../asset/texture/second.png");
obj1.add_component<Sprite>(img, color,
flip_settings{true, true});
}
{
Color color(0, 0, 0, 0);
Point point = {
.x = 800,
.y = 0,
};
//obj.add_component<Transform>(point, 0, 0.1);
auto img = mgr.cache<Texture>("../asset/texture/second.png");
obj2.add_component<Sprite>(img, color,
flip_settings{true, true});
}
auto & sys = crepe::RenderSystem::get_instance();
auto start = std::chrono::steady_clock::now();
while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) {
sys.update();
}
}
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