Files
Bomberman/sources/main.cpp
2021-05-22 01:47:45 +02:00

113 lines
3.6 KiB
C++

/*
** EPITECH PROJECT, 2021
** Bomberman
** File description:
** main
*/
#include <iostream>
#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 <cmath>
#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<float>(x - numBlocks / 2) * (scale * 3.0f) + scatter,
static_cast<float>(y - numBlocks / 2) * (scale * 2.0f) + scatter,
static_cast<float>(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<float>(((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;
}