use nightshade_api::prelude::*;
fn main() {
let mut app = open();
set_background(&mut app.world, Background::Color([0.02, 0.02, 0.04, 1.0]));
show_grid(&mut app.world, false);
set_bloom(&mut app.world, true);
spawn_floor(&mut app.world, 12.0);
for row in 0..5 {
for column in 0..5 {
let sphere = spawn_sphere(
&mut app.world,
vec3(column as f32 * 1.5 - 3.0, 0.5, row as f32 * 1.5 - 3.0),
);
set_color(&mut app.world, sphere, RED);
set_metallic_roughness(
&mut app.world,
sphere,
row as f32 / 4.0,
column as f32 / 4.0,
);
}
}
let lineup = [
spawn_cube(&mut app.world, vec3(-5.5, 0.5, 4.5)),
spawn_cylinder(&mut app.world, vec3(-4.0, 0.5, 4.5)),
spawn_cone(&mut app.world, vec3(-2.5, 0.5, 4.5)),
];
for (index, entity) in lineup.into_iter().enumerate() {
set_color(&mut app.world, entity, [GOLD, TEAL, PURPLE][index]);
}
let checkered = spawn_cube(&mut app.world, vec3(-5.5, 0.5, 2.5));
set_texture(&mut app.world, checkered, "checkerboard");
let torus = spawn_torus(&mut app.world, vec3(0.0, 2.5, 0.0));
set_emissive(&mut app.world, torus, [1.0, 0.6, 0.1], 6.0);
orbit_camera(&mut app.world, vec3(0.0, 1.0, 0.0), 12.0);
while frame(&mut app) {}
}