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()) {
+ std::cout << "no more creatures, game over" << std::endl;
+ while (app.HasState()) {
+ app.PopState();
+ }
+ } else {
+ for (auto a : planet.Creatures()) {
+ if (a != &c) {
+ state.GetCreaturePanel().Show(*a);
+ a->OnDeath([&](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;
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);
std::cout << "moon cycles per year: " << (planet.OrbitalPeriod() / moon.OrbitalPeriod()) << std::endl;
auto blob = new creature::Creature(sim);
- Spawn(*blob, planet, assets);
- blob->BuildVAO();
blob->Name("Blob");
+ Spawn(*blob, planet);
+ blob->BuildVAO();
app::MasterState state(assets, sim);
state.GetCamera()
state.GetCreaturePanel().Show(*blob);
app::Application app(init.window, init.viewport);
+ SwitchPanel swp(planet, app, state);
+ blob->OnDeath([&](creature::Creature &c) { swp(c); });
app.PushState(&state);
app.Run();