#include <cstdint>
#include <iostream>
-
using namespace blobs;
namespace {
void operator ()(creature::Creature &c) {
if (planet.Creatures().empty()) {
- std::cout << "no more creatures, game over" << std::endl;
+ planet.GetSimulation().Log() << "no more creatures, game over" << std::endl;
state.GetCreaturePanel().Hide();
while (app.HasState()) {
app.PopState();
for (auto a : planet.Creatures()) {
if (a != &c) {
state.GetCreaturePanel().Show(*a);
- a->OnDeath([&](creature::Creature &b) { (*this)(b); });
+ a->WhenDead([&](creature::Creature &b) { (*this)(b); });
break;
}
}
blob->BuildVAO();
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, 30.0f), 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);
SwitchPanel swp(planet, app, state);
- blob->OnDeath([&](creature::Creature &c) { swp(c); });
+ blob->WhenDead([&](creature::Creature &c) { swp(c); });
app.PushState(&state);
app.Run();