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https://github.com/zoriya/Bomberman.git
synced 2026-05-24 15:18:34 +00:00
delete Vector3.cpp and rm trailing space
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@@ -29,7 +29,7 @@ namespace BBM
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//! @brief Update the corresponding component of the given entity
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//! @param entity The entity to update.
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//! @param dtime The delta time.
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void onUpdate(WAL::Entity &entity, std::chrono::nanoseconds dtime) override
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void onUpdate(WAL::Entity &entity, std::chrono::nanoseconds) override
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{
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auto &comp = entity.getComponent<Drawable2DComponent<T>>();
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auto &pos = entity.getComponent<PositionComponent>();
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+17
-9
@@ -17,12 +17,15 @@
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#include "Drawables/3D/Grid.hpp"
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#include "Drawables/Texture.hpp"
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#include "Drawables/3D/Circle.hpp"
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#include "Drawables/2D/Circle.hpp"
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#include "Drawables/3D/Cube.hpp"
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#include "Drawables/3D/Sphere.hpp"
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#include "Model/Model.hpp"
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#include "Model/ModelAnimations.hpp"
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#include "System/Renderer/Renderer3DSystem.hpp"
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#include "System/Renderer/Renderer2DSystem.hpp"
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#include "Component/Drawable/Drawable3DComponent.hpp"
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#include "Component/Drawable/Drawable2DComponent.hpp"
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#include "System/Renderer/RenderScreenSystem.hpp"
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#include "Vector/Vector3.hpp"
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#include "Window.hpp"
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@@ -57,23 +60,28 @@ int demo()
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RAY::Vector3(0.0f, 1.0f, 0.0f),
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45.0f, CAMERA_PERSPECTIVE
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);
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RAY::Camera::Camera2D camera2D(RAY::Vector2(screenWidth / 2.0f, screenHeight / 2.0f),
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RAY::Vector2(20.0f, 20.0f),
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0., 1);
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WAL::Entity entityPlayer("roger");
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RAY::Drawables::Drawables3D::Circle circle({0, 0, 0}, 5, MAROON, {0, 0, 0}, 0);
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RAY::Drawables::Drawables3D::Cube cube({0, 0, 0}, {2, 2, 2}, BLUE);
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BBM::Drawable3DComponent<RAY::Drawables::Drawables3D::Circle> circleComponent(entityPlayer, circle);
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BBM::Drawable3DComponent<RAY::Drawables::Drawables3D::Cube> cubeComponent(entityPlayer, cube);
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//RAY::Drawables::Drawables2D::Circle circle({0, 0, 0}, 5, MAROON, {0, 0, 0}, 0);
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RAY::Drawables::Drawables2D::Circle circle({0, 0}, 50, MAROON);
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//RAY::Drawables::Drawables3D::Cube cube({0, 0, 0}, {2, 2, 2}, BLUE);
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BBM::Drawable2DComponent<RAY::Drawables::Drawables2D::Circle> circleComponent(entityPlayer, circle);
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// BBM::Drawable3DComponent<RAY::Drawables::Drawables3D::Cube> cubeComponent(entityPlayer, cube);
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BBM::PositionComponent posComponent(entityPlayer, {0, 0, 0});
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BBM::Renderer3DSystem<RAY::Drawables::Drawables3D::Circle> circleSystem(window);
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BBM::Renderer3DSystem<RAY::Drawables::Drawables3D::Cube> cubeSystem(window);
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BBM::Renderer2DSystem<RAY::Drawables::Drawables2D::Circle> circleSystem(window);
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//BBM::Renderer3DSystem<RAY::Drawables::Drawables3D::Cube> cubeSystem(window);
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BBM::RenderScreenSystem<RAY::Camera::Camera3D> renderSystem(window, camera);
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BBM::RenderScreenSystem<RAY::Camera::Camera2D> renderSystem(window, camera2D);
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wal.addSystem(circleSystem);
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wal.addSystem(renderSystem);
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wal.addSystem(cubeSystem);
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//wal.addSystem(cubeSystem);
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entityPlayer.addComponent(circleComponent);
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entityPlayer.addComponent(cubeComponent);
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//entityPlayer.addComponent(cubeComponent);
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entityPlayer.addComponent(posComponent);
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wal.scene.addEntity(entityPlayer);
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