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#include <SFML/Window.hpp> #include <SFML/System.hpp> #include <SFML/Graphics.hpp> #include <SPK.h> #include <SPK_SFML.h> #include <iostream> //Use namespace using namespace std; //Main int main() { //Wird in der Konsole NICHT ausgegeben cout << "cout" << endl; //App sf::RenderWindow App(sf::VideoMode(800, 600, 32), "SPARK Test"); //Event sf::Event Event; //Create Model SPK::Model *Model = SPK::Model::create(SPK::FLAG_BLUE | SPK::FLAG_GREEN | SPK::FLAG_BLUE | SPK::FLAG_GREEN, SPK::FLAG_ALPHA, SPK::FLAG_RED | SPK::FLAG_GREEN | SPK::FLAG_BLUE); //Set Parameter Model->setParam(SPK::PARAM_BLUE, 0.2f, 0.5f); //Set Lifetime Model->setLifeTime(1.0f, 2.0f); //Zone where the Particles are SPK::Point *Point = SPK::Point::create(SPK::Vector3D(400, 300)); //The Emitter SPK::RandomEmitter *Emitter = SPK::RandomEmitter::create(); //Set Zone Emitter->setZone(Point); //Set Force Emitter->setForce(2.0f, 2.2f); //Set Tank Emitter->setTank(300); //Create our SFML Renderer SPK::SFML::SFMLPointRenderer *Renderer = SPK::SFML::SFMLPointRenderer::create(); //Set Type Renderer->setType(SPK::POINT_SPRITE); //Set Size Renderer->setSize(0.1f); //Set BlendMode Renderer->setBlendMode(sf::Blend::Add); //Create a Group SPK::Group *Group = SPK::Group::create(); //Create Group->create(Model, 500); //Set Emitter for the Group Group->addEmitter(Emitter); //Set Renderer Group->setRenderer(Renderer); //Set Gravity Group->setGravity(SPK::Vector3D(0.0f, -1.0f, 0.0f)); //Set Friction Group->setFriction(2.0f); //Create SFML System SPK::SFML::SFMLSystem *System = SPK::SFML::SFMLSystem::create(); //Add Group System->addGroup(Group); //Set Render Target System->setRenderTarget(&App); //Set Shared Model->setShared(true); Renderer->setShared(true); //Loop while(App.IsOpened()) { while(App.GetEvent(Event)) { if(Event.Type == sf::Event::Closed) { App.Close(); } } //Update System System->update(0.001f); //Clear App.Clear(); //Draw System->render(); //Display App.Display(); } //Return return EXIT_SUCCESS; } |
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#include <SFML/System.hpp> #include <SFML/Graphics.hpp> #include <SPK.h> #include <SPK_SFML.h> #include <iostream> //Use namespace using namespace std; //Main int main() { cout << "cout" << endl; //App sf::RenderWindow App(sf::VideoMode(800, 600, 32), "SPARK Test"); //Event sf::Event Event; //Create Model SPK::Model *Model = SPK::Model::create(SPK::FLAG_BLUE | SPK::FLAG_GREEN | SPK::FLAG_BLUE | SPK::FLAG_GREEN, SPK::FLAG_ALPHA, SPK::FLAG_RED | SPK::FLAG_GREEN | SPK::FLAG_BLUE); //Set Parameter Model->setParam(SPK::PARAM_BLUE, 0.2f, 0.5f); //Set Lifetime Model->setLifeTime(1.0f, 2.0f); //Zone where the Particles are SPK::Point *Point = SPK::Point::create(SPK::Vector3D(400, 300)); //The Emitter SPK::RandomEmitter *Emitter = SPK::RandomEmitter::create(); //Set Zone Emitter->setZone(Point); //Set Force Emitter->setForce(2.0f, 2.2f); //Set Tank Emitter->setTank(300); //Create our SFML Renderer SPK::SFML::SFMLRenderer *Renderer; //Set Type //Renderer->setType(SPK::POINT_SPRITE); //Set Size //Renderer->setSize(0.1f); //Set BlendMode Renderer->setBlendMode(sf::Blend::Add); //Create a Group //SPK::Group *Group = SPK::Group::create(Model, 500); //Create //Group->create(Model, 500); //Set Emitter for the Group //Group->addEmitter(Emitter); //Set Renderer //Group->setRenderer(Renderer); //Set Gravity //Group->setGravity(SPK::Vector3D(0.0f, -1.0f, 0.0f)); //Set Friction //Group->setFriction(2.0f); //Create SFML System //SPK::SFML::SFMLSystem *System = SPK::SFML::SFMLSystem::create(); //Add Group //System->addGroup(Group); ////Set Render Target //System->setRenderTarget(&App); ////Set Shared Model->setShared(true); Renderer->setShared(true); //Loop while(App.IsOpened()) { while(App.GetEvent(Event)) { if(Event.Type == sf::Event::Closed) { App.Close(); } } //Update System //System->update(0.001f); //Clear App.Clear(); //Draw //System->render(); //Display App.Display(); } //Return return EXIT_SUCCESS; } |
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