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#include <iostream>
#include "libjin/jin.h"
using namespace std;
using namespace JinEngine::AI;
using namespace JinEngine::Game;
using namespace JinEngine::Math;
using namespace JinEngine::Input;
using namespace JinEngine::Graphics;
using namespace JinEngine::Graphics::Shaders;
using namespace JinEngine::Graphics::Particles;
using namespace JinEngine::Graphics::Animations;
using namespace JinEngine::Filesystem;
using namespace JinEngine::Time;
Timer timer;
Timer::Handler* hnd;
Texture* tex;
Shader* shader;
Animation anim;
const char* shader_code = R"(
#VERTEX_SHADER
Vertex vert(Vertex v)
{
return v;
}
#END_VERTEX_SHADER
#FRAGMENT_SHADER
Color frag(Color col, Texture tex, Vertex v)
{
Color c = texel(tex, v.uv);
return c * col;
}
#END_FRAGMENT_SHADER
)";
const float Pi = 3.14f;
void onLoad()
{
tex = Texture::createTexture("anim.png");
shader = Shader::createShader(shader_code);
SpriteSheet ss = SpriteSheet(tex);
vector<Sprite*> frames = ss.createSprites(1, 19, 246, 238, Sprite::Origin::BottomCenter);
anim.addFrames(frames);
anim.setSpeed(0.05);
}
void onEvent(Event* e)
{
static Application* Application = Application::get();
if (e->type == EventType::QUIT)
Application->stop();
}
void onUpdate(int ms)
{
anim.update(ms / 1000.f);
timer.update(ms);
}
void onDraw()
{
shader->use();
Mouse* m = Mouse::get();
int x, y;
m->getState(&x, &y);
anim.render(x, y, 1, 1, 0);
shader->unuse();
}
int main(int argc, char* argv[])
{
Application* Application = Application::get();
Application::Setting setting;
setting.loader = onLoad;
setting.eventHandler = onEvent;
setting.updater = onUpdate;
setting.drawer = onDraw;
Application->init(&setting);
AssetDatabase::get()->mount(".");
Window* wnd = Window::get();
Window::Setting wndSetting;
wndSetting.width = 600;
wndSetting.height = 512;
wndSetting.title = "Jin v0.1.1";
wndSetting.fps = 60;
wndSetting.vsync = false;
wndSetting.fullscreen = false;
wndSetting.resizable = false;
wndSetting.icon = ".";
wnd->init(&wndSetting);
wnd->show();
Application->run();
Application->quit();
wnd->quit();
return 0;
}
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