/* ** EPITECH PROJECT, 2021 ** Bomberman ** File description: ** main */ #include "Wal.hpp" #include "Camera/Camera3D.hpp" #include "Controllers/Keyboard.hpp" #include "Drawables/2D/Text.hpp" #include "Drawables/Image.hpp" #include "Drawables/3D/Grid.hpp" #include "Drawables/Texture.hpp" #include "Model/Model.hpp" #include "Model/ModelAnimations.hpp" #include "Vector/Vector3.hpp" #include "Window.hpp" #include "TraceLog.hpp" const std::vectortextures = { "black", "blue", "pink", "red", "white", "yellow" }; std::string get_full_path(const std::string &color) { std::string path = "assets/player_"; path += color; path += ".png"; return path; } int main() { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; std::vector::const_iterator iterator = textures.begin(); const std::string modelPath = "assets/player.obj"; const std::string texturePath = "assets/player_blue.png"; //const std::string animationPath = "assets/guy.iqm"; RAY::TraceLog::setLevel(LOG_WARNING); RAY::Window &window = RAY::Window::getInstance(screenWidth, screenHeight, "Bidibidibop", FLAG_WINDOW_RESIZABLE); RAY::Camera::Camera3D camera(RAY::Vector3(10.0f, 10.0f, 10.0f), RAY::Vector3(0.0f, 0.0f, 0.0f), RAY::Vector3(0.0f, 1.0f, 0.0f), 45.0f, CAMERA_PERSPECTIVE ); RAY::Model model(modelPath); RAY::Image icon("assets/bomberman.ico"); RAY::Texture texture(get_full_path(*iterator)); window.setIcon(icon); //RAY::ModelAnimations animations(animationPath); RAY::Drawables::Drawables3D::Grid grid(10, 1.0f); RAY::Drawables::Drawables2D::Text instructionText("PRESS SPACE to PLAY MODEL ANIMATION", 10, {10, 20} , MAROON); model.setTextureToMaterial(MAP_DIFFUSE, texture); RAY::Vector3 position(0.0f, 0.0f, 0.0f); // Set model position camera.setMode(CAMERA_FREE); // Set free camera mode float y_rotation = 0; window.setFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!window.shouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- camera.update(); // Play animation when spacebar is held down if (RAY::Controller::Keyboard::isReleased(KEY_SPACE)) { ++iterator; if (iterator == textures.end()) iterator = textures.begin(); texture.unload(); texture.load(get_full_path(*iterator)); model.setTextureToMaterial(MAP_DIFFUSE, texture); //animations[0].incrementFrameCounter(); //model.setAnimation(animations[0]); } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- window.setDrawingState(RAY::Window::DRAWING); window.clear(); window.useCamera(camera); window.draw(model, position, RAY::Vector3(1.0f, 20, 0.0f), -180.0f, RAY::Vector3( 5.0f, 5.0f, 5.0f )); window.draw(grid); window.unuseCamera(); window.draw(instructionText); window.setDrawingState(RAY::Window::IDLE); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- window.close(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }