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"
17 using namespace blobs;
22 SwitchPanel(world::Planet &p, app::Application &app, app::MasterState &state)
23 : planet(p), app(app), state(state) { }
25 void operator ()(creature::Creature &c) {
26 if (planet.Creatures().empty()) {
27 std::cout << "no more creatures, game over" << std::endl;
28 state.GetCreaturePanel().Hide();
29 while (app.HasState()) {
33 for (auto a : planet.Creatures()) {
35 state.GetCreaturePanel().Show(*a);
36 a->OnDeath([&](creature::Creature &b) { (*this)(b); });
43 world::Planet &planet;
44 app::Application &app;
45 app::MasterState &state;
49 int main(int argc, char *argv[]) {
50 app::Init init(true, 8);
56 sun.SurfaceTilt(glm::dvec2(PI * 0.25, PI * 0.25));
57 sun.AngularMomentum(1.0e13);
59 world::Planet planet(25);
60 planet.SetParent(sun);
62 planet.GetOrbit().SemiMajorAxis(941.7);
63 planet.SurfaceTilt(glm::dvec2(PI * 0.25, PI * 0.25));
64 planet.AxialTilt(glm::dvec2(PI * 0.127, 0.0));
65 planet.AngularMomentum(6.0e10);
67 world::Planet moon(3);
68 moon.SetParent(planet);
70 moon.GetOrbit().SemiMajorAxis(37.0);
71 moon.Rotation(PI * 0.25);
72 moon.AngularMomentum(1.0e4);
74 world::Planet second_planet(9);
75 second_planet.SetParent(sun);
76 second_planet.Mass(1.0e9);
77 second_planet.GetOrbit().SemiMajorAxis(350.0);
78 second_planet.SurfaceTilt(glm::dvec2(PI * 0.125, PI * 0.25));
79 second_planet.AxialTilt(glm::dvec2(PI * 0.95, 0.0));
80 second_planet.AngularMomentum(1.0e8);
82 world::Simulation sim(sun, assets);
84 sim.AddPlanet(planet);
85 sim.AddPlanet(second_planet);
88 world::GenerateEarthlike(assets.data.tile_types, planet);
89 planet.Atmosphere(assets.data.resources["air"].id);
90 world::GenerateTest(assets.data.tile_types, moon);
91 world::GenerateTest(assets.data.tile_types, second_planet);
93 auto blob = new creature::Creature(sim);
94 blob->Name(assets.name.Sequential());
96 // decrease chances of ur-blob dying without splitting
97 blob->GetProperties().Fertility() = 1.0;
100 app::MasterState state(assets, sim);
104 //.FirstPerson(0, glm::vec3(0.0f, 0.0f, 0.1f), glm::vec3(1.0f, -0.75f, 0.1f))
106 //.FirstPerson(3, glm::vec3(0.0f, 0.0f, 0.1f), glm::vec3(1.0f, -0.75f, 0.1f))
108 .MapView(0, glm::vec3(0.0f, 0.0f, 30.0f), 0.0f)
109 // from afar, rotating
110 //.Orbital(glm::vec3(-60.0f, 0.0f, 0.0f))
115 // .Orbital(glm::vec3(-500.0f, 500.0f, 500.0f))
117 state.GetCreaturePanel().Show(*blob);
118 state.GetTimePanel().SetBody(planet);
120 app::Application app(init.window, init.viewport);
121 SwitchPanel swp(planet, app, state);
122 blob->OnDeath([&](creature::Creature &c) { swp(c); });
123 app.PushState(&state);