|
|
|
@ -31,28 +31,28 @@ 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.set<Position>(test, {10,20}); |
|
|
|
|
world.set<Velocity>(test, {1,2}); |
|
|
|
|
|
|
|
|
|
world.assign<Position>(test2, {1,1}); |
|
|
|
|
world.assign<Velocity>(test2, {10,20}); |
|
|
|
|
world.set<Position>(test2, {1,1}); |
|
|
|
|
world.set<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.set_the<Player>(player_info); |
|
|
|
|
|
|
|
|
|
world.assign<Velocity>(player_eid, {0,0}); |
|
|
|
|
world.assign<Position>(player_eid, {0,0}); |
|
|
|
|
world.set<Velocity>(player_eid, {0,0}); |
|
|
|
|
world.set<Position>(player_eid, {0,0}); |
|
|
|
|
|
|
|
|
|
auto enemy = world.entity(); |
|
|
|
|
world.assign<Velocity>(enemy, {0,0}); |
|
|
|
|
world.assign<Position>(enemy, {0,0}); |
|
|
|
|
world.set<Velocity>(enemy, {0,0}); |
|
|
|
|
world.set<Position>(enemy, {0,0}); |
|
|
|
|
|
|
|
|
|
println("--- Creating facts (singletons)"); |
|
|
|
|
world.set<Gravity>({0.9}); |
|
|
|
|
world.set_the<Gravity>({0.9}); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
int main() { |
|
|
|
@ -61,31 +61,31 @@ int main() { |
|
|
|
|
|
|
|
|
|
configure(world, test); |
|
|
|
|
|
|
|
|
|
Position &pos = world.component<Position>(test); |
|
|
|
|
Position &pos = world.get<Position>(test); |
|
|
|
|
println("GOT POS x={}, y={}", pos.x, pos.y); |
|
|
|
|
|
|
|
|
|
Velocity &vel = world.component<Velocity>(test); |
|
|
|
|
Velocity &vel = world.get<Velocity>(test); |
|
|
|
|
println("GOT VELOCITY x={}, y={}", vel.x, vel.y); |
|
|
|
|
|
|
|
|
|
println("--- Position only system:"); |
|
|
|
|
world.system<Position>([](const auto &ent, auto &pos) { |
|
|
|
|
world.query<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) { |
|
|
|
|
world.query<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); |
|
|
|
|
world.query<Position>([&](const auto &ent, auto &pos) { |
|
|
|
|
Velocity &vel = world.get<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>(); |
|
|
|
|
world.query<Position, Velocity>([&](const auto &ent, auto &pos, auto &vel) { |
|
|
|
|
Gravity &grav = world.get_the<Gravity>(); |
|
|
|
|
println("grav={}, entity={}, vel.x, vel.y, pos.x={}, pos.y={}", grav.level, ent, vel.x, vel.y, pos.x, pos.y); |
|
|
|
|
}); |
|
|
|
|
|
|
|
|
@ -93,25 +93,15 @@ int main() { |
|
|
|
|
world.remove<Velocity>(test); |
|
|
|
|
|
|
|
|
|
println("--- After remove test, should only result in test2:"); |
|
|
|
|
world.system<Position, Velocity>([&](const auto &ent, auto &pos, auto &vel) { |
|
|
|
|
world.query<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) { |
|
|
|
|
auto& player = world.get_the<Player>(); // grabbed it
|
|
|
|
|
world.query<Position>([&](const auto &ent, auto &pos) { |
|
|
|
|
if(player.eid != ent) { |
|
|
|
|
println("{} is enemy attacking player {}", ent, player.name); |
|
|
|
|
} else { |
|
|
|
|