void operator ()(creature::Creature &c) {
if (planet.Creatures().empty()) {
std::cout << "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().Fertility() = 1.0;
blob->BuildVAO();
app::MasterState state(assets, sim);
// 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, 15.0f), 0.0f)
+ .MapView(0, glm::vec3(0.0f, 0.0f, 30.0f), 0.0f)
// from afar, rotating
//.Orbital(glm::vec3(-60.0f, 0.0f, 0.0f))
;