-#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 <cstdint>
#include <iostream>
-
using namespace blobs;
int main(int argc, char *argv[]) {
app::Assets assets;
world::Sun sun;
+ sun.Name("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.Name("Planet");
planet.SetParent(sun);
planet.Mass(1.0e10);
planet.GetOrbit().SemiMajorAxis(941.7);
planet.AngularMomentum(6.0e10);
world::Planet moon(3);
+ moon.Name("Moon");
moon.SetParent(planet);
moon.Mass(1.0e6);
moon.GetOrbit().SemiMajorAxis(37.0);
moon.AngularMomentum(1.0e4);
world::Planet second_planet(9);
+ second_planet.Name("Second planet");
second_planet.SetParent(sun);
second_planet.Mass(1.0e9);
second_planet.GetOrbit().SemiMajorAxis(350.0);
second_planet.AxialTilt(glm::dvec2(PI * 0.95, 0.0));
second_planet.AngularMomentum(1.0e8);
- world::Simulation sim(sun, assets.data.resources, assets.data.tile_types);
+ world::Simulation sim(sun, assets);
sim.AddSun(sun);
sim.AddPlanet(planet);
sim.AddPlanet(second_planet);
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);
- Spawn(*blob, planet, assets);
+ blob->Name(assets.name.Sequential());
+ Spawn(*blob, planet);
+ // decrease chances of ur-blob dying without splitting
+ blob->GetProperties().Fertility() = 1.0;
blob->BuildVAO();
- blob->Name("Blob");
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, 31.0f), 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);
app.PushState(&state);