-#include "const.hpp"
#include "app/Application.hpp"
#include "app/Assets.hpp"
#include "app/init.hpp"
#include "app/MasterState.hpp"
+#include "creature/Creature.hpp"
+#include "math/const.hpp"
#include "world/Planet.hpp"
+#include "world/Set.hpp"
#include "world/Simulation.hpp"
#include "world/Sun.hpp"
+#include "world/TileType.hpp"
#include <cstdint>
-
+#include <iostream>
using namespace blobs;
int main(int argc, char *argv[]) {
- app::Init init;
+ app::Init init(true, 8);
app::Assets assets;
- world::Sun sun;
- sun.Mass(1.0e13);
- world::Simulation sim(sun);
- world::Planet planet(3);
- planet.Mass(1.0e7);
- planet.Inclination(PI * 0.25);
- world::GenerateTest(planet);
- planet.SetParent(sun);
- planet.SemiMajorAxis(10.0);
+ world::Simulation sim(assets);
+ assets.LoadUniverse("universe", sim);
+
+ auto blob = new creature::Creature(sim);
+ blob->Name(assets.name.Sequential());
+ Spawn(*blob, sim.PlanetByName("Planet"));
+ // decrease chances of ur-blob dying without splitting
+ blob->GetProperties().Fertility() = 1.0;
+ blob->BuildVAO();
app::MasterState state(assets, sim);
- state.SetReference(planet);
- planet.BuildVAOs();
+ state.Show(*blob);
app::Application app(init.window, init.viewport);
app.PushState(&state);