/* ** EPITECH PROJECT, 2021 ** Bomberman ** File description: ** main */ #include #include "Window.hpp" #include "Drawables/2D/Text.hpp" #include "Drawables/2D/Circle.hpp" #include "Controllers/Keyboard.hpp" #include "Camera/Camera3D.hpp" #include "Drawables/3D/Grid.hpp" #include "Drawables/3D/Cube.hpp" #include #include "Wal.hpp" int main() { WAL::Wal wal; SetTraceLogLevel(LOG_WARNING); //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; RAY::Vector2 ballPosition = {(float)screenWidth / 2, (float)screenHeight / 2}; RAY::Window &window = RAY::Window::getInstance(screenWidth, screenHeight, "Ta mère en slip", FLAG_WINDOW_RESIZABLE); RAY::Camera::Camera3D camera(RAY::Vector3{30.0f, 20.0f, 30.0f}, RAY::Vector3{0.0f, 0.0f, 0.0f}, RAY::Vector3{0.0f, 1.0f, 0.0f}, 70.0, CAMERA_PERSPECTIVE); RAY::Drawables::Drawables3D::Grid grid(10, 5.0f); RAY::Drawables::Drawables3D::Cube cube(RAY::Vector3(0, 0, 0), RAY::Vector3(0, 0, 0), RAY::Color(0, 0, 0, 0)); // Specify the amount of blocks in each direction const int numBlocks = 15; window.setFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!window.shouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- double time = GetTime(); // Calculate time scale for cube position and size float scale = (2.0f + (float)sin(time)) * 0.7f; // Move camera around the scene double cameraTime = time * 0.3; camera.setPosition({(float)cos(cameraTime) * 40.0f, 20.0f, (float)sin(cameraTime) * 40.0f}); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- window.setDrawingState(RAY::Window::DRAWING); window.clear(RAYWHITE); window.useCamera(camera); window.draw(grid); for (int x = 0; x < numBlocks; x++) { for (int y = 0; y < numBlocks; y++) { for (int z = 0; z < numBlocks; z++) { // Scale of the blocks depends on x/y/z positions float blockScale = (x + y + z) / 30.0f; // Scatter makes the waving effect by adding blockScale over time float scatter = sinf(blockScale * 20.0f + (float)(time * 4.0f)); // Calculate the cube position cube.setPosition(RAY::Vector3{ static_cast(x - numBlocks / 2) * (scale * 3.0f) + scatter, static_cast(y - numBlocks / 2) * (scale * 2.0f) + scatter, static_cast(z - numBlocks / 2) * (scale * 3.0f) + scatter }); // Pick a color with a hue depending on cube position for the rainbow color effect cube.setColor(RAY::Color(static_cast(((x + y + z) * 18) % 360), 0.75f, 0.9f)); // Calculate cube size float cubeSize = (2.4f - scale) * blockScale; cube.setDimensions({cubeSize, cubeSize, cubeSize}); // And finally, draw the cube! window.draw(cube); } } } window.unuseCamera(); window.setDrawingState(RAY::Window::IDLE); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- window.close(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }