The next little game in the series where I make a fancy rogue game.
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roguish/scratchpad/myecstest.cpp

127 lines
3.5 KiB

#include "dinkyecs.hpp"
#include <iostream>
#include <fmt/core.h>
using namespace fmt;
using DinkyECS::Entity;
struct Player {
std::string name;
Entity eid;
};
struct Position {
double x, y;
};
struct Velocity {
double x, y;
};
struct Gravity {
double level;
};
/*
* Using a function catches instances where I'm not copying
* the data into the world.
*/
void configure(DinkyECS::World &world, Entity &test) {
println("---Configuring the base system.");
Entity test2 = world.entity();
world.assign<Position>(test, {10,20});
world.assign<Velocity>(test, {1,2});
world.assign<Position>(test2, {1,1});
world.assign<Velocity>(test2, {10,20});
println("---- Setting up the player as a fact in the system.");
auto player_eid = world.entity();
Player player_info{"Zed", player_eid};
// just set some player info as a fact with the entity id
world.set<Player>(player_info);
world.assign<Velocity>(player_eid, {0,0});
world.assign<Position>(player_eid, {0,0});
auto enemy = world.entity();
world.assign<Velocity>(enemy, {0,0});
world.assign<Position>(enemy, {0,0});
println("--- Creating facts (singletons)");
world.set<Gravity>({0.9});
}
int main() {
DinkyECS::World world;
Entity test = world.entity();
configure(world, test);
Position &pos = world.component<Position>(test);
println("GOT POS x={}, y={}", pos.x, pos.y);
Velocity &vel = world.component<Velocity>(test);
println("GOT VELOCITY x={}, y={}", vel.x, vel.y);
println("--- Position only system:");
world.system<Position>([](const auto &ent, auto &pos) {
println("entity={}, pos.x={}, pos.y={}", ent, pos.x, pos.y);
});
println("--- Velocity only system:");
world.system<Velocity>([](const auto &, auto &vel) {
println("vel.x={}, vel.y={}", vel.x, vel.y);
});
println("--- Manually get the velocity in position system:");
world.system<Position>([&](const auto &ent, auto &pos) {
Velocity &vel = world.component<Velocity>(ent);
println("entity={}, vel.x, vel.y, pos.x={}, pos.y={}", ent, vel.x, vel.y, pos.x, pos.y);
});
println("--- Query only entities with Position and Velocity:");
world.system<Position, Velocity>([&](const auto &ent, auto &pos, auto &vel) {
Gravity &grav = world.get<Gravity>();
println("grav={}, entity={}, vel.x, vel.y, pos.x={}, pos.y={}", grav.level, ent, vel.x, vel.y, pos.x, pos.y);
});
// now remove Velocity
world.remove<Velocity>(test);
println("--- After remove test, should only result in test2:");
world.system<Position, Velocity>([&](const auto &ent, auto &pos, auto &vel) {
println("entity={}, vel.x, vel.y, pos.x={}, pos.y={}", ent, vel.x, vel.y, pos.x, pos.y);
});
println("--- Create a stored system you can save for later.");
auto movementSystem = world.runner<Position, Velocity>([&](const auto &ent, auto &pos, auto &vel) {
println("entity={}, vel.x, vel.y, pos.x={}, pos.y={}", ent, vel.x, vel.y, pos.x, pos.y);
});
movementSystem();
// how to create an identified entity like the player
// to avoid repeatedly getting the player just make a closure with it
// QUESTION: could I just capture it and not have the double function wrapping?
auto playerVsEnemies = [&]() {
auto& player = world.get<Player>(); // grabbed it
world.system<Position>([&](const auto &ent, auto &pos) {
if(player.eid != ent) {
println("{} is enemy attacking player {}", ent, player.name);
} else {
println("{} is player", player.name);
}
});
};
playerVsEnemies();
return 0;
}