parent
a3eaf78fd3
commit
cc4f83a1d1
@ -1,10 +1,6 @@ |
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#include "rand.hpp" |
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namespace Random { |
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std::random_device RNG; |
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std::mt19937 GENERATOR(RNG()); |
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int Random::rand_int(int from, int to) { |
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std::uniform_int_distribution<int> rand(from, to); |
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return rand(GENERATOR); |
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} |
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@ -1,6 +1,28 @@ |
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#pragma once |
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#include <random> |
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namespace Random { |
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int rand_int(int from, int to); |
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extern std::mt19937 GENERATOR; |
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template<typename T> |
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T uniform(T from, T to) { |
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std::uniform_int_distribution<T> rand(from, to); |
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return rand(GENERATOR); |
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} |
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template<typename T> |
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T uniform_real(T from, T to) { |
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std::uniform_real_distribution<T> rand(from, to); |
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return rand(GENERATOR); |
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} |
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template<typename T> |
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T normal(T from, T to) { |
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std::normal_distribution<T> rand(from, to); |
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return rand(GENERATOR); |
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} |
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} |
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@ -1,39 +0,0 @@ |
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#include <flecs.h> |
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#include <iostream> |
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struct Position { |
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double x, y; |
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}; |
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struct Velocity { |
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double x, y; |
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}; |
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int main() { |
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flecs::world ecs; |
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// Create a system for Position, Velocity. Systems are like queries (see
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// queries) with a function that can be ran or scheduled (see pipeline).
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flecs::system s = ecs.system<Position, const Velocity>() |
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.each([](flecs::entity e, Position& p, const Velocity& v) { |
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p.x += v.x; |
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p.y += v.y; |
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std::cerr << e.name() << ": {" << p.x << ", " << p.y << "}\n"; |
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}); |
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// Create a few test entities for a Position, Velocity query
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ecs.entity("e1") |
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.set<Position>({10, 20}) |
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.set<Velocity>({1, 2}); |
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ecs.entity("e2") |
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.set<Position>({10, 20}) |
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.set<Velocity>({3, 4}); |
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// This entity will not match as it does not have Position, Velocity
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ecs.entity("e3") |
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.set<Position>({10, 20}); |
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// Run the system
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s.run(); |
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} |
@ -0,0 +1,61 @@ |
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#include <flecs.h> |
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#include <iostream> |
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#include <typeindex> |
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#include <typeinfo> |
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#include <unordered_map> |
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struct Position { |
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double x, y; |
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}; |
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struct Velocity { |
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double x, y; |
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}; |
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int main() { |
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flecs::world ecs; |
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flecs::system fight = ecs.system<const Position>() |
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.each([&](flecs::entity e, const Position &other) { |
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flecs::entity player = ecs.lookup("player"); |
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if(e == player) return; // don't process the player
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const Position *player_p = player.get<Position>(); |
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if(player_p->x == other.x && player_p->y == other.y) { |
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std::cerr << "HIT\n"; |
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} |
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}); |
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// Create a system for Position, Velocity. Systems are like queries (see
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// queries) with a function that can be ran or scheduled (see pipeline).
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flecs::system move = ecs.system<Position, const Velocity>() |
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.each([&](flecs::entity e, Position& p, const Velocity& v) { |
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p.x += v.x; |
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p.y += v.y; |
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std::cerr << e.name() << ": {" << p.x << ", " << p.y << "}\n"; |
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}); |
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// Create a few test entities for a Position, Velocity query
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ecs.entity("player") |
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.set<Position>({10, 10}) |
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.set<Velocity>({1, 1}); |
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ecs.entity("e2") |
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.set<Position>({10, 20}) |
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.set<Velocity>({1, 1}); |
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// This entity will not match as it does not have Position, Velocity
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ecs.entity("e3") |
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.set<Position>({10, 20}); |
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std::unordered_map<std::type_index, std::string> type_names; |
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type_names[std::type_index(typeid(Position))] = "Position"; |
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type_names[std::type_index(typeid(Velocity))] = "Velocity"; |
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for(const auto& [key, value] : type_names) { |
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std::cout << " VAL " << value << std::endl; |
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} |
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// Run the system
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move.run(); |
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fight.run(); |
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} |
@ -0,0 +1,127 @@ |
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#include <iostream> |
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#include <functional> |
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#include <typeindex> |
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#include <typeinfo> |
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#include <unordered_map> |
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#include <fmt/core.h> |
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#include <any> |
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using namespace fmt; |
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struct Position { |
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double x, y; |
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}; |
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struct Velocity { |
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double x, y; |
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}; |
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typedef unsigned long Entity; |
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typedef std::unordered_map<Entity, std::any> EntityMap; |
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struct World { |
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unsigned long entity_count = 0; |
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std::unordered_map<std::type_index, EntityMap> $components; |
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Entity entity() { |
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return ++entity_count; |
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} |
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template <typename Comp> |
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EntityMap& entity_map_for() { |
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return $components[std::type_index(typeid(Comp))]; |
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} |
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template <typename Comp> |
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void assign(Entity ent, Comp val) { |
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EntityMap &map = entity_map_for<Comp>(); |
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map[ent] = val; |
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} |
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template <typename Comp> |
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Comp &component(Entity ent) { |
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EntityMap &map = entity_map_for<Comp>(); |
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std::any &res = map[ent]; |
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return std::any_cast<Comp&>(res); |
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} |
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template<typename Comp> |
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void system(std::function<void(const Entity&, Comp&)> cb) { |
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EntityMap &map = entity_map_for<Comp>(); |
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for(auto& [entity, any_comp] : map) { |
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Comp &res = std::any_cast<Comp&>(any_comp); |
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cb(entity, res); |
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} |
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} |
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template<typename Comp> |
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void remove(Entity ent) { |
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EntityMap &map = entity_map_for<Comp>(); |
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map.erase(ent); |
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} |
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template<typename CompA, typename CompB> |
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void system(std::function<void(const Entity&, CompA&, CompB&)> cb) { |
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EntityMap &map_a = entity_map_for<CompA>(); |
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EntityMap &map_b = entity_map_for<CompB>(); |
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for(auto& [entity, any_a] : map_a) { |
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if(map_b.contains(entity)) { |
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CompA &res_a = std::any_cast<CompA&>(any_a); |
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CompB &res_b = component<CompB>(entity); |
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cb(entity, res_a, res_b); |
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} |
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} |
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} |
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}; |
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int main() { |
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World me; |
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Entity test = me.entity(); |
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Entity test2 = me.entity(); |
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me.assign<Position>(test, {10,20}); |
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me.assign<Velocity>(test, {1,2}); |
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me.assign<Position>(test2, {1,1}); |
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me.assign<Velocity>(test2, {10,20}); |
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Position &pos = me.component<Position>(test); |
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println("GOT POS x={}, y={}", pos.x, pos.y); |
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Velocity &vel = me.component<Velocity>(test); |
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println("GOT VELOCITY x={}, y={}", vel.x, vel.y); |
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println("--- Position only system:"); |
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me.system<Position>([](const auto &ent, auto &pos) { |
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println("entity={}, pos.x={}, pos.y={}", ent, pos.x, pos.y); |
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}); |
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println("--- Velocity only system:"); |
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me.system<Velocity>([](const auto &, auto &vel) { |
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println("vel.x={}, vel.y={}", vel.x, vel.y); |
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}); |
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println("--- Manually get the velocity in position system:"); |
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me.system<Position>([&](const auto &ent, auto &pos) { |
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Velocity &vel = me.component<Velocity>(ent); |
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println("entity={}, vel.x, vel.y, pos.x={}, pos.y={}", ent, vel.x, vel.y, pos.x, pos.y); |
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}); |
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println("--- Query only entities with Position and Velocity:"); |
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me.system<Position, Velocity>([&](const auto &ent, auto &pos, auto &vel) { |
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println("entity={}, vel.x, vel.y, pos.x={}, pos.y={}", ent, vel.x, vel.y, pos.x, pos.y); |
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}); |
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// now remove Velocity
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me.remove<Velocity>(test); |
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println("--- After remove test, should only result in test2:"); |
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me.system<Position, Velocity>([&](const auto &ent, auto &pos, auto &vel) { |
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println("entity={}, vel.x, vel.y, pos.x={}, pos.y={}", ent, vel.x, vel.y, pos.x, pos.y); |
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}); |
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return 0; |
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} |
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