1 #include "app/Application.hpp"
2 #include "app/Assets.hpp"
3 #include "app/init.hpp"
4 #include "app/MasterState.hpp"
5 #include "creature/Creature.hpp"
6 #include "math/const.hpp"
7 #include "world/Planet.hpp"
8 #include "world/Set.hpp"
9 #include "world/Simulation.hpp"
10 #include "world/Sun.hpp"
11 #include "world/TileType.hpp"
16 using namespace blobs;
18 int main(int argc, char *argv[]) {
19 app::Init init(true, 8);
26 sun.Color(glm::dvec3(1.0));
27 sun.Luminosity(1.0e8);
28 sun.SurfaceTilt(glm::dvec2(PI * 0.25, PI * 0.25));
29 sun.AngularMomentum(1.0e18);
31 world::Planet planet(25);
32 planet.Name("Planet");
33 planet.SetParent(sun);
35 planet.GetOrbit().SemiMajorAxis(8184.0);
36 planet.SurfaceTilt(glm::dvec2(PI * 0.25, PI * 0.25));
37 planet.AxialTilt(glm::dvec2(PI * 0.127, 0.0));
38 planet.AngularMomentum(6.5e13);
40 world::Planet moon(5);
42 moon.SetParent(planet);
44 moon.GetOrbit().SemiMajorAxis(72.5);
45 moon.Rotation(PI * 0.25);
46 moon.AngularMomentum(5.22e5);
48 world::Planet second_planet(14);
49 second_planet.Name("Second planet");
50 second_planet.SetParent(sun);
51 second_planet.Mass(1.0e12);
52 second_planet.GetOrbit().SemiMajorAxis(4350.0);
53 second_planet.SurfaceTilt(glm::dvec2(PI * 0.125, PI * 0.25));
54 second_planet.AxialTilt(glm::dvec2(PI * 0.95, 0.0));
55 second_planet.AngularMomentum(1.0e12);
57 world::Simulation sim(sun, assets);
59 sim.AddPlanet(planet);
60 sim.AddPlanet(second_planet);
63 world::GenerateEarthlike(assets.data.tile_types, planet);
64 planet.Atmosphere(assets.data.resources["air"].id);
65 world::GenerateTest(assets.data.tile_types, moon);
66 world::GenerateTest(assets.data.tile_types, second_planet);
68 auto blob = new creature::Creature(sim);
69 blob->Name(assets.name.Sequential());
71 // decrease chances of ur-blob dying without splitting
72 blob->GetProperties().Fertility() = 1.0;
75 app::MasterState state(assets, sim);
76 state.GetCreaturePanel().Show(*blob);
77 state.GetTimePanel().SetBody(planet);
79 app::Application app(init.window, init.viewport);
80 app.PushState(&state);