#include <cstdint>
#include <iostream>
-
using namespace blobs;
namespace {
void operator ()(creature::Creature &c) {
if (planet.Creatures().empty()) {
- std::cout << "no more creatures, game over" << std::endl;
+ planet.GetSimulation().Log() << "no more creatures, game over" << std::endl;
+ state.GetCreaturePanel().Hide();
while (app.HasState()) {
app.PopState();
}
world::GenerateTest(assets.data.tile_types, moon);
world::GenerateTest(assets.data.tile_types, second_planet);
- std::cout << "length of year: " << planet.OrbitalPeriod() << "s" << std::endl;
- std::cout << "length of moon cycle: " << moon.OrbitalPeriod() << "s" << std::endl;
- std::cout << "length of day: " << planet.RotationalPeriod() << "s" << std::endl;
- std::cout << "days per year: " << (planet.OrbitalPeriod() / planet.RotationalPeriod()) << std::endl;
- std::cout << "moon cycle in days: " << (moon.OrbitalPeriod() / planet.RotationalPeriod()) << std::endl;
- std::cout << "moon cycles per year: " << (planet.OrbitalPeriod() / moon.OrbitalPeriod()) << std::endl;
-
auto blob = new creature::Creature(sim);
blob->Name(assets.name.Sequential());
Spawn(*blob, planet);
// decrease chances of ur-blob dying without splitting
- blob->GetProperties().Youth().fertility = 1.0;
- blob->GetProperties().Adult().fertility = 1.0;
+ blob->GetProperties().Fertility() = 1.0;
blob->BuildVAO();
app::MasterState state(assets, sim);
- state.GetCamera()
- .Reference(planet)
- // sunrise
- //.FirstPerson(0, glm::vec3(0.0f, 0.0f, 0.1f), glm::vec3(1.0f, -0.75f, 0.1f))
- // sunset
- //.FirstPerson(3, glm::vec3(0.0f, 0.0f, 0.1f), glm::vec3(1.0f, -0.75f, 0.1f))
- // from afar
- .MapView(0, glm::vec3(0.0f, 0.0f, 30.0f), 0.0f)
- // from afar, rotating
- //.Orbital(glm::vec3(-60.0f, 0.0f, 0.0f))
- ;
- // system view
- //state.GetCamera()
- // .Reference(sun)
- // .Orbital(glm::vec3(-500.0f, 500.0f, 500.0f))
- //;
state.GetCreaturePanel().Show(*blob);
+ state.GetTimePanel().SetBody(planet);
app::Application app(init.window, init.viewport);
SwitchPanel swp(planet, app, state);