Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/components.cpp

36 lines
1.2 KiB

#include "components.hpp"
#include "point.hpp"
#include "easings.hpp"
namespace components {
static ComponentMap MAP;
static bool MAP_configured = false;
void configure_entity(DinkyECS::World& world, DinkyECS::Entity ent, json& data) {
for (auto &i : data) {
dbc::check(i.contains("_type") && i["_type"].is_string(), fmt::format("component has no _type: {}", data.dump()));
dbc::check(MAP.contains(i["_type"]), fmt::format("MAP doesn't have type {}", std::string(i["_type"])));
MAP.at(i["_type"])(world, ent, i);
}
}
void init() {
if(!MAP_configured) {
components::enroll<BossFight>(MAP);
components::enroll<Combat>(MAP);
components::enroll<Position>(MAP);
components::enroll<Weapon>(MAP);
components::enroll<Curative>(MAP);
components::enroll<EnemyConfig>(MAP);
components::enroll<Personality>(MAP);
components::enroll<Tile>(MAP);
components::enroll<Motion>(MAP);
components::enroll<LightSource>(MAP);
components::enroll<Device>(MAP);
components::enroll<Sprite>(MAP);
components::enroll<Animation>(MAP);
components::enroll<Sound>(MAP);
MAP_configured = true;
}
}
}