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

61 lines
1.7 KiB

#include <flecs.h>
#include <iostream>
#include <typeindex>
#include <typeinfo>
#include <unordered_map>
struct Position {
double x, y;
};
struct Velocity {
double x, y;
};
int main() {
flecs::world ecs;
flecs::system fight = ecs.system<const Position>()
.each([&](flecs::entity e, const Position &other) {
flecs::entity player = ecs.lookup("player");
if(e == player) return; // don't process the player
const Position *player_p = player.get<Position>();
if(player_p->x == other.x && player_p->y == other.y) {
std::cerr << "HIT\n";
}
});
// Create a system for Position, Velocity. Systems are like queries (see
// queries) with a function that can be ran or scheduled (see pipeline).
flecs::system move = ecs.system<Position, const Velocity>()
.each([&](flecs::entity e, Position& p, const Velocity& v) {
p.x += v.x;
p.y += v.y;
std::cerr << e.name() << ": {" << p.x << ", " << p.y << "}\n";
});
// Create a few test entities for a Position, Velocity query
ecs.entity("player")
.set<Position>({10, 10})
.set<Velocity>({1, 1});
ecs.entity("e2")
.set<Position>({10, 20})
.set<Velocity>({1, 1});
// This entity will not match as it does not have Position, Velocity
ecs.entity("e3")
.set<Position>({10, 20});
std::unordered_map<std::type_index, std::string> type_names;
type_names[std::type_index(typeid(Position))] = "Position";
type_names[std::type_index(typeid(Velocity))] = "Velocity";
for(const auto& [key, value] : type_names) {
std::cout << " VAL " << value << std::endl;
}
// Run the system
move.run();
fight.run();
}