/* ** 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 "Drawables/2D/Circle.hpp" #include "Model/Model.hpp" #include "Model/ModelAnimations.hpp" #include "System/Renderer/Renderer2DSystem.hpp" #include "Component/Drawable/Drawable2DComponent.hpp" #include "Vector/Vector3.hpp" #include "Window.hpp" #include "TraceLog.hpp" const std::vectortextures = { "blue", "cyan", "green", "purple", "red", "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/player.iqm"; RAY::TraceLog::setLevel(LOG_WARNING); RAY::Window &window = RAY::Window::getInstance(screenWidth, screenHeight, "Bidibidibop", FLAG_WINDOW_RESIZABLE); RAY::Image icon("assets/icon.png"); RAY::Model model(modelPath); 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::Texture texture(get_full_path(*iterator)); RAY::ModelAnimations animations(modelPath); RAY::Drawables::Drawables3D::Grid grid(10, 1.0f); RAY::Drawables::Drawables2D::Text instructionText("PRESS SPACE to PLAY MODEL ANIMATION", 10, {10, 20} , MAROON); size_t animationIndex = 0; RAY::Vector3 position(0.0f, 0.0f, 0.0f); // Set model position model.setTextureToMaterial(MAP_DIFFUSE, texture); window.setIcon(icon); 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::isDown(KEY_SPACE)) { animations[animationIndex].incrementFrameCounter(); model.setAnimation(animations[animationIndex]); } if (RAY::Controller::Keyboard::isReleased(KEY_UP)) { ++iterator; if (iterator == textures.end()) iterator = textures.begin(); texture.unload(); texture.load(get_full_path(*iterator)); model.setTextureToMaterial(MAP_DIFFUSE, texture); } if (RAY::Controller::Keyboard::isReleased(KEY_LEFT)) { animationIndex = --animationIndex % animations.getAnimationsCount(); model.setAnimation(animations[animationIndex]); } if (RAY::Controller::Keyboard::isReleased(KEY_RIGHT)) { animationIndex = ++animationIndex % animations.getAnimationsCount(); model.setAnimation(animations[animationIndex]); } //---------------------------------------------------------------------------------- // 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( 3.0f, 3.0f, 3.0f )); window.draw(grid); window.unuseCamera(); window.draw(instructionText); window.setDrawingState(RAY::Window::IDLE); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- window.close(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }