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/** ---------------------------------------------------------------------------
* @file: simplegame.cpp
*
* Copyright (c) 2017 Yann Herklotz Grave <ymherklotz@gmail.com>
* MIT License, see LICENSE file for more details.
* ----------------------------------------------------------------------------
*/
#include <yage.cpp>
#include <cstdlib>
#include <ctime>
#include <iostream>
using std::cout;
using namespace yage;
int main()
{
yage::init();
Logger logger;
srand(time(nullptr));
Window window;
window.create("Simple Game", 1920, 1080);
Shader textureProgram("examples/resources/textureshader.vert",
"examples/resources/textureshader.frag");
SpriteBatch sp;
Texture fountain = ResourceManager::getTexture(
"examples/resources/dngn_blood_fountain.png");
Texture breast_plate =
ResourceManager::getTexture("examples/resources/breast_black.png");
Texture brick = ResourceManager::getTexture("examples/resources/wall.png");
yLogDebug << "texture: " << brick.width << ", " << brick.height;
Camera camera(1920, 1080);
textureProgram.use();
textureProgram.setUniform("texture_sampler", 0);
double prev_time = glfwGetTime();
double final_time = 0;
double diff = 0;
double fps = 0;
int i = 0;
double time;
while (!window.shouldClose()) {
window.clearBuffer();
Texture texture = fountain;
window.pollEvents();
if (window.keyPressed(yage::key::SPACE)) {
cout << "Pressed A" << '\n';
}
if (window.keyPressed(yage::key::E)) {
texture = breast_plate;
}
if (window.keyPressed(yage::key::EQUAL)) {
camera.zoom(0.1f);
}
if (window.keyPressed(yage::key::MINUS)) {
camera.zoom(-0.1f);
}
if (window.keyPressed(yage::key::LEFT)) {
camera.move({-5.f, 0.f});
}
if (window.keyPressed(yage::key::RIGHT)) {
camera.move({5.f, 0.f});
}
if (window.keyPressed(yage::key::UP)) {
camera.move({0.f, 5.f});
}
if (window.keyPressed(yage::key::DOWN)) {
camera.move({0.f, -5.f});
}
camera.update(textureProgram);
int amount = 10;
time = glfwGetTime();
for (int i = 0; i < 1920 / amount; i++) {
for (int j = 0; j < 1080 / amount; j++)
sp.draw({(float)(amount * i), (float)(amount * j),
(float)amount, (float)amount},
{0.f, 0.f, 1.f, 1.f}, texture.id,
Colour(rand() % 256, rand() % 256, rand() % 256, 255),
0);
}
sp.draw({50, 50, 100, 100}, {0, 0, 1, 1}, brick.id,
Colour(255, 255, 255, 255), 1);
yLogDebug << "draw: " << glfwGetTime() - time;
time = glfwGetTime();
sp.render();
yLogDebug << "render: " << glfwGetTime() - time;
window.swapBuffer();
if (i == 0) {
final_time = glfwGetTime();
diff = final_time - prev_time;
prev_time = final_time;
fps = 1 / diff * 30;
yLogInfo << "fps: " << fps;
}
i = (i + 1) % 30;
}
yage::quit();
}
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