#include "app/Assets.hpp"
#include "app/init.hpp"
#include "app/MasterState.hpp"
-#include "world/Creature.hpp"
+#include "creature/Creature.hpp"
#include "world/Planet.hpp"
+#include "world/Set.hpp"
#include "world/Simulation.hpp"
#include "world/Sun.hpp"
-#include "world/TileSet.hpp"
#include "world/TileType.hpp"
#include <cstdint>
app::Init init(true, 8);
app::Assets assets;
- world::TileSet tiles;
- tiles.Add({ "algae", "Algae", 0, 0 });
- tiles.Add({ "desert", "Desert", 0, 1 });
- tiles.Add({ "forest", "Forest", 0, 2 });
- tiles.Add({ "grass", "Grass", 0, 3 });
- tiles.Add({ "ice", "Ice", 0, 4 });
- tiles.Add({ "jungle", "Jungle", 0, 5 });
- tiles.Add({ "mountain", "Mountain", 0, 6 });
- tiles.Add({ "ocean", "Ocean", 0, 7 });
- tiles.Add({ "rock", "Rock", 0, 8 });
- tiles.Add({ "sand", "Sand", 0, 9 });
- tiles.Add({ "taiga", "Taiga", 0, 10 });
- tiles.Add({ "tundra", "Tundra", 0, 11 });
- tiles.Add({ "water", "Water", 0, 12 });
- tiles.Add({ "wheat", "Wheat", 0, 13 });
-
world::Sun sun;
sun.Mass(1.0e14);
sun.Radius(20.0);
second_planet.AxialTilt(glm::dvec2(PI * 0.95, 0.0));
second_planet.AngularMomentum(1.0e8);
- world::Simulation sim(sun);
+ world::Simulation sim(sun, assets.data.resources, assets.data.tile_types);
sim.AddSun(sun);
sim.AddPlanet(planet);
sim.AddPlanet(second_planet);
sim.AddPlanet(moon);
- world::GenerateEarthlike(tiles, planet);
- world::GenerateTest(tiles, moon);
- world::GenerateTest(tiles, second_planet);
+ 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);
std::cout << "length of year: " << planet.OrbitalPeriod() << "s" << std::endl;
std::cout << "length of moon cycle: " << moon.OrbitalPeriod() << "s" << 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 world::Creature;
+ auto blob = new creature::Creature;
+ Spawn(*blob, planet, assets);
blob->BuildVAO();
- planet.AddCreature(blob);
- blob->Surface(0);
- blob->Position(glm::dvec3(0.0, 0.0, 0.0));
+ blob->Name("Blob");
app::MasterState state(assets, sim);
state.GetCamera()
// 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, 60.0f), 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))
+ //.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);
app::Application app(init.window, init.viewport);
app.PushState(&state);