extern crate caper;
use caper::game::*;
use caper::imgui::Ui;
use caper::input::Key;
use caper::mesh::get_pos_perlin;
use caper::types::{DefaultTag, RenderItemBuilder, TransformBuilder};
use caper::utils::handle_fp_inputs;
use caper::utils::load_wavefront;
fn main() {
let (mut game, event_loop) = Game::<DefaultTag>::new();
let map_size = 50f32;
let transforms = (0..2500)
.map(|i| {
let pos = (
(i as f32 % map_size) * 2f32,
((i / map_size as i32) * 2) as f32,
);
let size = get_pos_perlin((pos.0, pos.1)) * 2f32;
TransformBuilder::default()
.pos((pos.0 * 5f32, size, pos.1 * 5f32))
.scale((4.2f32, size, 4.2f32))
.build()
.unwrap()
})
.collect::<Vec<_>>();
game.add_render_item(
RenderItemBuilder::default()
.vertices(load_wavefront(include_bytes!("assets/cube.obj")))
.instance_transforms(transforms)
.build()
.unwrap(),
);
start_loop(event_loop, move |events| {
game.update(
|_: &Ui| {},
|g: &mut Game<DefaultTag>| -> UpdateStatus {
handle_fp_inputs(&mut g.input, &mut g.cams[0]);
if g.input.keys_down.contains(&Key::Escape) {
return UpdateStatus::Finish;
}
UpdateStatus::Continue
},
events,
)
});
}