#include #include #include #include "renderer.h" #include "muxer.h" #include "entity_manager.h" #include "components/sprite_renderable.h" #include "components/transformable.h" #include "systems/rendering.h" int main() { srand(time(NULL)); GLFWwindow* window = initRenderer(); glfwSwapInterval(1); initMuxer(); // Put this in a block so game goes out of scope before we destroy the renderer { EntityManager manager; int player = manager.emplaceEntity(); manager.emplaceComponent(player, "res/Starla.png", 10, 12, 6); manager.emplaceComponent(player, 203, 44, 10, 12); std::list> loop; loop.push_back(std::unique_ptr(new RenderingSystem())); while (!glfwWindowShouldClose(window)) { for (auto& sys : loop) { sys->tick(manager, 1.0); } glfwPollEvents(); } } destroyMuxer(); destroyRenderer(); return 0; }