using namespace blobs;
-namespace {
-
-struct SwitchPanel {
- SwitchPanel(world::Planet &p, app::Application &app, app::MasterState &state)
- : planet(p), app(app), state(state) { }
-
- void operator ()(creature::Creature &c) {
- if (planet.Creatures().empty()) {
- planet.GetSimulation().Log() << "no more creatures, game over" << std::endl;
- state.GetCreaturePanel().Hide();
- while (app.HasState()) {
- app.PopState();
- }
- } else {
- for (auto a : planet.Creatures()) {
- if (a != &c) {
- state.GetCreaturePanel().Show(*a);
- a->WhenDead([&](creature::Creature &b) { (*this)(b); });
- break;
- }
- }
- }
- }
-
- world::Planet &planet;
- app::Application &app;
- app::MasterState &state;
-};
-}
-
int main(int argc, char *argv[]) {
app::Init init(true, 8);
app::Assets assets;
- world::Sun sun;
- sun.Mass(1.0e14);
- sun.Radius(20.0);
- sun.SurfaceTilt(glm::dvec2(PI * 0.25, PI * 0.25));
- sun.AngularMomentum(1.0e13);
-
- world::Planet planet(25);
- planet.SetParent(sun);
- planet.Mass(1.0e10);
- planet.GetOrbit().SemiMajorAxis(941.7);
- planet.SurfaceTilt(glm::dvec2(PI * 0.25, PI * 0.25));
- planet.AxialTilt(glm::dvec2(PI * 0.127, 0.0));
- planet.AngularMomentum(6.0e10);
-
- world::Planet moon(3);
- moon.SetParent(planet);
- moon.Mass(1.0e6);
- moon.GetOrbit().SemiMajorAxis(37.0);
- moon.Rotation(PI * 0.25);
- moon.AngularMomentum(1.0e4);
-
- world::Planet second_planet(9);
- second_planet.SetParent(sun);
- second_planet.Mass(1.0e9);
- second_planet.GetOrbit().SemiMajorAxis(350.0);
- second_planet.SurfaceTilt(glm::dvec2(PI * 0.125, PI * 0.25));
- second_planet.AxialTilt(glm::dvec2(PI * 0.95, 0.0));
- second_planet.AngularMomentum(1.0e8);
-
- world::Simulation sim(sun, assets);
- sim.AddSun(sun);
- sim.AddPlanet(planet);
- sim.AddPlanet(second_planet);
- sim.AddPlanet(moon);
-
- world::GenerateEarthlike(assets.data.tile_types, planet);
- planet.Atmosphere(assets.data.resources["air"].id);
- world::GenerateTest(assets.data.tile_types, moon);
- world::GenerateTest(assets.data.tile_types, second_planet);
+ world::Simulation sim(assets);
+ assets.LoadUniverse("universe", sim);
auto blob = new creature::Creature(sim);
blob->Name(assets.name.Sequential());
- Spawn(*blob, planet);
+ 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.GetCreaturePanel().Show(*blob);
- state.GetTimePanel().SetBody(planet);
+ state.Show(*blob);
app::Application app(init.window, init.viewport);
- SwitchPanel swp(planet, app, state);
- blob->WhenDead([&](creature::Creature &c) { swp(c); });
app.PushState(&state);
app.Run();