mirror of
https://github.com/zoriya/Bomberman.git
synced 2026-05-29 17:02:11 +00:00
Merge branch 'develop' into renderer
This commit is contained in:
+6
-88
@@ -20,93 +20,11 @@
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int main()
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{
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WAL::Wal wal;
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SetTraceLogLevel(LOG_WARNING);
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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RAY::Vector2 ballPosition = {(float)screenWidth / 2, (float)screenHeight / 2};
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RAY::Window &window = RAY::Window::getInstance(screenWidth, screenHeight, "Ta mère en slip", FLAG_WINDOW_RESIZABLE);
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RAY::Camera::Camera3D camera(RAY::Vector3{30.0f, 20.0f, 30.0f},
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RAY::Vector3{0.0f, 0.0f, 0.0f},
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RAY::Vector3{0.0f, 1.0f, 0.0f},
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70.0,
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CAMERA_PERSPECTIVE);
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RAY::Drawables::Drawables3D::Grid grid(10, 5.0f);
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RAY::Drawables::Drawables3D::Cube cube(RAY::Vector3(0, 0, 0),
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RAY::Vector3(0, 0, 0),
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RAY::Color(0, 0, 0, 0));
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// Specify the amount of blocks in each direction
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const int numBlocks = 15;
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window.setFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!window.shouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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double time = GetTime();
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// Calculate time scale for cube position and size
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float scale = (2.0f + (float)sin(time)) * 0.7f;
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// Move camera around the scene
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double cameraTime = time * 0.3;
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camera.setPosition({(float)cos(cameraTime) * 40.0f, 20.0f, (float)sin(cameraTime) * 40.0f});
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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window.setDrawingState(RAY::Window::DRAWING);
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window.clear(RAYWHITE);
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window.useCamera(camera);
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window.draw(grid);
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for (int x = 0; x < numBlocks; x++) {
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for (int y = 0; y < numBlocks; y++) {
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for (int z = 0; z < numBlocks; z++) {
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// Scale of the blocks depends on x/y/z positions
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float blockScale = (x + y + z) / 30.0f;
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// Scatter makes the waving effect by adding blockScale over time
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float scatter = sinf(blockScale * 20.0f + (float)(time * 4.0f));
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// Calculate the cube position
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cube.setPosition(RAY::Vector3{
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static_cast<float>(x - numBlocks / 2) * (scale * 3.0f) + scatter,
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static_cast<float>(y - numBlocks / 2) * (scale * 2.0f) + scatter,
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static_cast<float>(z - numBlocks / 2) * (scale * 3.0f) + scatter
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});
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// Pick a color with a hue depending on cube position for the rainbow color effect
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cube.setColor(RAY::Color(static_cast<float>(((x + y + z) * 18) % 360), 0.75f, 0.9f));
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// Calculate cube size
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float cubeSize = (2.4f - scale) * blockScale;
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cube.setDimensions({cubeSize, cubeSize, cubeSize});
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// And finally, draw the cube!
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window.draw(cube);
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}
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}
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}
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window.unuseCamera();
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window.setDrawingState(RAY::Window::IDLE);
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//----------------------------------------------------------------------------------
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try {
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wal.run();
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return 0;
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} catch (const std::exception &ex) {
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std::cerr << ex.what() << std::endl;
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return 84;
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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window.close(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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