mirror of
https://github.com/zoriya/Bomberman.git
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112 lines
4.0 KiB
C++
112 lines
4.0 KiB
C++
/*
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** EPITECH PROJECT, 2021
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** Bomberman
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** File description:
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** main
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*/
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#include <iostream>
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#include "Window.hpp"
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#include "Drawables/2D/Text.hpp"
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#include "Drawables/2D/Circle.hpp"
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#include "Controllers/Keyboard.hpp"
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#include "Camera/Camera3D.hpp"
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#include "Drawables/3D/Grid.hpp"
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#include "Drawables/3D/Cube.hpp"
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#include <cmath>
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int main()
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{
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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RAY::Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 };
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RAY::Window &window = RAY::Window::getInstance(screenWidth, screenHeight, "Ta mère en slip", FLAG_WINDOW_RESIZABLE);
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RAY::Camera::Camera3D camera(RAY::Vector3{30.0f, 20.0f, 30.0f},
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RAY::Vector3{0.0f, 0.0f, 0.0f},
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RAY::Vector3{0.0f, 1.0f, 0.0f },
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70.0,
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CAMERA_PERSPECTIVE);
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RAY::Drawables::Drawables3D::Grid grid(10, 5.0f);
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RAY::Drawables::Drawables3D::Cube cube({0}, {0}, {0});
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// Specify the amount of blocks in each direction
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const int numBlocks = 15;
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window.setFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!window.shouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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double time = GetTime();
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// Calculate time scale for cube position and size
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float scale = (2.0f + (float)sin(time))*0.7f;
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// Move camera around the scene
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double cameraTime = time*0.3;
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camera.setPosition({(float)cos(cameraTime)*40.0f, 20.0f, (float)sin(cameraTime)*40.0f});
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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window.beginDrawing();
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window.clear(RAYWHITE);
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window.beginMode3D(camera);
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window.draw(grid);
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for (int x = 0; x < numBlocks; x++)
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{
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for (int y = 0; y < numBlocks; y++)
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{
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for (int z = 0; z < numBlocks; z++)
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{
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// Scale of the blocks depends on x/y/z positions
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float blockScale = (x + y + z)/30.0f;
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// Scatter makes the waving effect by adding blockScale over time
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float scatter = sinf(blockScale*20.0f + (float)(time*4.0f));
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// Calculate the cube position
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cube.setPosition((RAY::Vector3){
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(float)(x - numBlocks/2)*(scale*3.0f) + scatter,
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(float)(y - numBlocks/2)*(scale*2.0f) + scatter,
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(float)(z - numBlocks/2)*(scale*3.0f) + scatter
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});
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// Pick a color with a hue depending on cube position for the rainbow color effect
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cube.setColor(RAY::Color((float)(((x + y + z)*18)%360), 0.75f, 0.9f));
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// Calculate cube size
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float cubeSize = (2.4f - scale)*blockScale;
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cube.setDimensions({cubeSize, cubeSize, cubeSize});
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// And finally, draw the cube!
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window.draw(cube);
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}
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}
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}
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window.endMode3D();
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window.endDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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window.close(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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