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61 lines
1.7 KiB
61 lines
1.7 KiB
#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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}
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