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#include "api/Animator.h"
#include "api/Camera.h"
#include "system/AnimatorSystem.h"
#include "system/ParticleSystem.h"
#include <SDL2/SDL_timer.h>
#include <crepe/ComponentManager.h>
#include <crepe/Component.h>
#include <crepe/api/Color.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/ParticleEmitter.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Sprite.h>
#include <crepe/api/Texture.h>
#include <crepe/api/Transform.h>
#include <crepe/system/RenderSystem.h>
#include <crepe/types.h>
#include <chrono>
#include <memory>
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<Sprite>(img, color, FlipSettings{true, true}, 1, 1, 500);
//game_object.add_component<Animator>(test_sprite, 4, 1, 0).active = true;
game_object.add_component<Animator>(test_sprite, 1, 1, 0).active = true;
/*
auto & test = game_object.add_component<ParticleEmitter>(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<Camera>(Color::WHITE, ivec2{1080, 720},
ivec2{2000, 2000}, 1.0f);
/*
game_object
.add_component<Sprite>(make_shared<Texture>("asset/texture/img.png"), color,
.add_component<Sprite>(make_shared<Texture>("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;
}
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