Files
Bomberman/sources/main.cpp
arthur.jamet 7f1e8ab398 animation
2021-05-27 10:37:44 +02:00

121 lines
3.7 KiB
C++

/*
** 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::vector<std::string>textures = {
"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<std::string>::const_iterator iterator = textures.begin();
const std::string modelPath = "assets/player/HugoSohm.iqm";
const std::string texturePath = "assets/player/HugoSohm.png";
const std::string animationPath = "assets/player/HugoSohmAnimation.iqm";
RAY::TraceLog::setLevel(LOG_WARNING);
RAY::Window &window = RAY::Window::getInstance(screenWidth, screenHeight, "Bidibidibop", FLAG_WINDOW_RESIZABLE);
RAY::Image icon("assets/icon.png");
window.setIcon(icon);
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(texturePath);
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::isDown(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( 1.0f, 1.0f, 1.0f ));
window.draw(grid);
window.unuseCamera();
window.draw(instructionText);
window.setDrawingState(RAY::Window::IDLE);
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
window.close(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}