extern crate caper; use caper::game::*; use caper::imgui::Ui; use caper::input::Key; use caper::mesh::gen_cube; use caper::types::{DefaultTag, RenderItemBuilder, TransformBuilder}; use caper::utils::handle_fp_inputs; fn main() { // crate an instance of the game struct let (mut game, event_loop) = Game::::new(); // define some items to be rendered game.add_render_item( RenderItemBuilder::default() .vertices(gen_cube()) .instance_transforms(vec![TransformBuilder::default() .pos((-0.5, 0.0, -5.0)) .build() .unwrap()]) .build() .unwrap(), ); // add some audio game.audio.add_audio("test", "./examples/assets/test.ogg"); game.audio .add_packed_audio("test_packed", include_bytes!("./assets/test.ogg").to_vec()); // play the audio on start //game.audio.play("test"); start_loop(event_loop, move |events| { // run the engine update game.update( |_: &Ui| {}, |g: &mut Game| -> UpdateStatus { // update the first person inputs handle_fp_inputs(&mut g.input, &mut g.cams[0]); // play audio when e is pressed if g.input.keys_pressed.contains(&Key::E) { g.audio.play("test"); } // play packed audio when q is pressed if g.input.keys_pressed.contains(&Key::Q) { g.audio.play("test_packed"); } // quit if g.input.keys_down.contains(&Key::Escape) { return UpdateStatus::Finish; } UpdateStatus::Continue }, events, ) }); }