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#include <ctime>
#include <list>
#include <cstdlib>
#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<SpriteRenderableComponent>(player, "res/Starla.png", 10, 12, 6);
manager.emplaceComponent<TransformableComponent>(player, 203, 44, 10, 12);
std::list<std::unique_ptr<System>> loop;
loop.push_back(std::unique_ptr<System>(new RenderingSystem()));
while (!glfwWindowShouldClose(window))
{
for (auto& sys : loop)
{
sys->tick(manager, 1.0);
}
glfwPollEvents();
}
}
destroyMuxer();
destroyRenderer();
return 0;
}
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