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

80 lines
2.2 KiB

#include "dinkyecs.hpp"
#include <iostream>
#include <fmt/core.h>
using namespace fmt;
using DinkyECS::Entity, DinkyECS::World;
struct Position {
double x, y;
};
struct Velocity {
double x, y;
};
struct Gravity {
double level;
};
int main() {
World me;
Entity test = me.entity();
Entity test2 = me.entity();
me.assign<Position>(test, {10,20});
me.assign<Velocity>(test, {1,2});
me.assign<Position>(test2, {1,1});
me.assign<Velocity>(test2, {10,20});
Position &pos = me.component<Position>(test);
println("GOT POS x={}, y={}", pos.x, pos.y);
Velocity &vel = me.component<Velocity>(test);
println("GOT VELOCITY x={}, y={}", vel.x, vel.y);
println("--- Position only system:");
me.system<Position>([](const auto &ent, auto &pos) {
println("entity={}, pos.x={}, pos.y={}", ent, pos.x, pos.y);
});
println("--- Velocity only system:");
me.system<Velocity>([](const auto &, auto &vel) {
println("vel.x={}, vel.y={}", vel.x, vel.y);
});
println("--- Manually get the velocity in position system:");
me.system<Position>([&](const auto &ent, auto &pos) {
Velocity &vel = me.component<Velocity>(ent);
println("entity={}, vel.x, vel.y, pos.x={}, pos.y={}", ent, vel.x, vel.y, pos.x, pos.y);
});
println("--- Creating facts (singletons)");
me.set<Gravity>({0.9});
println("--- Query only entities with Position and Velocity:");
me.system<Position, Velocity>([&](const auto &ent, auto &pos, auto &vel) {
Gravity &grav = me.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
me.remove<Velocity>(test);
println("--- After remove test, should only result in test2:");
me.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 = me.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();
return 0;
}