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-rw-r--r--src/main.cpp96
1 files changed, 5 insertions, 91 deletions
diff --git a/src/main.cpp b/src/main.cpp
index 45c2b3a..65b7d5b 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -1,93 +1,7 @@
-#include<SFML/Graphics.hpp>
-#include<vector>
-#include<cstdio>
-#include<cmath>
+#include "app.h"
-#include "graphics/animation.h"
-#include "entity.h"
-#include "resourceManager.h"
-#include "resourceIds.h"
-
-namespace gph = Graphics;
-
-
-class Unit: Entity{
- private:
- sf::Texture spritesheet_;
- public:
-
- gph::Animation ne_shooting_animation;
- gph::Animation se_shooting_animation;
- gph::Animation& current_animation = ne_shooting_animation;
- sf::Sprite sprite;
-
- sf::Vector2f position;
- sf::Vector2f size;
- sf::Vector2f speed;
-
-
- Unit(TextureManager& textures){
- ne_shooting_animation = gph::Animation(textures.get(Textures::Id::Player_NE_Shooting), 6, sf::milliseconds(100 * 6), false);
- se_shooting_animation = gph::Animation(textures.get(Textures::Id::Player_SE_Shooting), 6, sf::milliseconds(100 * 6), false);
- current_animation = ne_shooting_animation;
-
- position = sf::Vector2f{0,0};
- speed = sf::Vector2f{0,0};
- }
- void walk(float vx, float vy){
- speed.y = vy;
- speed.x = vx;
- current_animation.reset();
- // current_animation = &walking_animation;
- }
- void shoot(){
- current_animation.reset();
- // current_animation = &shooting_animation;
- }
- ~Unit(){};
- void update(sf::Time dt){
- current_animation.update( dt);
- }
-};
-
-
-int main()
-{
- sf::RenderWindow renderWindow(sf::VideoMode(640, 480), "Demo Game");
-
- sf::Event event;
- sf::Clock clock;
-
- TextureManager textureManager;
- textureManager.load(Textures::Id::Player_NE_Shooting, "assets/img/Player/angle2-shooting.png");
- textureManager.load(Textures::Id::Player_SE_Shooting, "assets/img/Player/angle1-shooting.png");
-
- Unit unit = Unit(textureManager);
-
- renderWindow.setFramerateLimit(60);
-
- sf::Time elapsed_time = sf::Time::Zero;
- bool once = true;
-
- while (renderWindow.isOpen()){
- sf::Time dt = clock.getElapsedTime();
- elapsed_time += dt;
- clock.restart();
- while (renderWindow.pollEvent(event)){
- if (event.type == sf::Event::EventType::Closed)
- renderWindow.close();
- }
-
- if(elapsed_time > sf::milliseconds(4000) && once){
- unit.current_animation.reset();
- unit.current_animation = unit.se_shooting_animation;
- once = false;
- }
-
- unit.update(dt);
-
- renderWindow.clear();
- renderWindow.draw(unit.current_animation);
- renderWindow.display();
- }
+int main (int argc, char* argv[]){
+ App app;
+ app.run();
+ return 0;
}