diff options
| author | Max-001 <80035972+Max-001@users.noreply.github.com> | 2024-10-05 11:05:59 +0200 | 
|---|---|---|
| committer | Max-001 <80035972+Max-001@users.noreply.github.com> | 2024-10-05 11:05:59 +0200 | 
| commit | c39adf3040c3f2f7cfcab5ce5b7e39b815e8131d (patch) | |
| tree | 3dc49555635077ef8e59270b886866f4a2dce24c /mwe/ecs-homemade/src/main.cpp | |
| parent | 03b25facdf35117eb9f56c7a2edbec5b34b90203 (diff) | |
Setup ecs-memory-efficient
Diffstat (limited to 'mwe/ecs-homemade/src/main.cpp')
| -rw-r--r-- | mwe/ecs-homemade/src/main.cpp | 108 | 
1 files changed, 0 insertions, 108 deletions
| diff --git a/mwe/ecs-homemade/src/main.cpp b/mwe/ecs-homemade/src/main.cpp deleted file mode 100644 index 9e230e5..0000000 --- a/mwe/ecs-homemade/src/main.cpp +++ /dev/null @@ -1,108 +0,0 @@ -#include <iostream> -#include <vector> -#include <cstdint> - -#include "ComponentManager.h" -#include "GameObjectMax.h" -#include "Components.h" - -int main() { -	GameObject gameObect0(0, "Name: 0", "Tag: 0", 0);	//Entity 0 -	GameObject gameObect1(1, "Name: 1", "Tag: 1", 1);	//Entity 1 -	GameObject gameObect2(2, "Name: 2", "Tag: 2", 2);	//Entity 2 -	GameObject gameObect3(3, "Name: 3", "Tag: 3", 3);	//Entity 3 -	GameObject gameObect4(4, "Name: 4", "Tag: 4", 4);	//Entity 4 -	GameObject gameObect5(5, "Name: 5", "Tag: 5", 5);	//Entity 5 -	GameObject gameObect6(6, "Name: 6", "Tag: 6", 6);	//Entity 6 -	GameObject gameObect7(7, "Name: 7", "Tag: 7", 7);	//Entity 7 - -	gameObect0.AddComponent<Sprite>();			//Add a sprite to entity0 -	gameObect0.AddComponent<Rigidbody>(1, 2, 3);	//Also add a rigidbody to entity0 -	gameObect0.AddComponent<Rigidbody>(3, 2, 1);	//Add a second rigidbody to entity0 - -	gameObect1.AddComponent<Rigidbody>(4, 5, 6);	//Only add a rigidbody to entity1 - -	gameObect2.AddComponent<Sprite>();	//Add four sprites to entity2 -	gameObect2.AddComponent<Sprite>(); -	gameObect2.AddComponent<Sprite>(); -	gameObect2.AddComponent<Sprite>(); -	gameObect2.AddComponent<Rigidbody>(10, 100, 500);	//Add four rigidbodies to entity2 -	gameObect2.AddComponent<Rigidbody>(10, 100, 501); -	gameObect2.AddComponent<Rigidbody>(10, 100, 502); -	gameObect2.AddComponent<Rigidbody>(10, 100, 500); -	 -	//Add non components to entity3, entity4, entity5 and entity6 - -	gameObect7.AddComponent<Sprite>();	//Add a sprite to entity 7 -	gameObect7.AddComponent<Colider>(30);	//Add a colder to entity 7 - -	//The entities are now initialized -	//Now I will demonstrate some ways of retreiving/getting components - -	std::cout << "Finding all sprites of entity 0" << std::endl; -	std::vector<std::reference_wrapper<Sprite>> spriteOfEntity0 = ComponentManager::GetInstance().GetComponentsByID<Sprite>(gameObect0.mId); -	for(Sprite& spriteEntity0 : spriteOfEntity0) { -		std::cout << "Sprite of entity 0: " << spriteEntity0.mActive << std::endl; -	} -	std::cout << std::endl; - -	std::cout << "Finding all rigidbodies of entity 0" << std::endl; -	std::vector<std::reference_wrapper<Rigidbody>> rigidbodyOfEntity0 = ComponentManager::GetInstance().GetComponentsByID<Rigidbody>(gameObect0.mId); -	for(Rigidbody& rigidbodyEntity0 : rigidbodyOfEntity0) { -		std::cout << "Rigidbody of entity 0: " << rigidbodyEntity0.mMass << " " << rigidbodyEntity0.mGravityScale << " " << rigidbodyEntity0.mBodyType << std::endl; - -		rigidbodyEntity0.mMass = 15; -	} -	std::cout << std::endl; - -	std::cout << "Finding all coliders of entity 0" << std::endl; -	std::vector<std::reference_wrapper<Colider>> coliderOfEntity0 = ComponentManager::GetInstance().GetComponentsByID<Colider>(gameObect0.mId); -	for(Colider& coliderEntity0 : coliderOfEntity0) { -		std::cout << "Colider of entity 0: " << coliderEntity0.mSize << std::endl; -	} -	std::cout << std::endl; - -	std::cout << "Finding all sprites of entity 3" << std::endl; -	std::vector<std::reference_wrapper<Sprite>> spriteOfEntity3 = ComponentManager::GetInstance().GetComponentsByID<Sprite>(gameObect3.mId); -	for(Sprite& spriteEntity3 : spriteOfEntity3) { -		std::cout << "Sprite of entity 3: " << spriteEntity3.mActive << std::endl; -	} -	std::cout << std::endl; - -	std::cout << "Finding all rigidbodies of entity 3" << std::endl; -	std::vector<std::reference_wrapper<Rigidbody>> rigidbodyOfEntity3 = ComponentManager::GetInstance().GetComponentsByID<Rigidbody>(gameObect3.mId); -	for(Rigidbody& rigidbodyEntity3 : rigidbodyOfEntity3) { -		std::cout << "Rigidbody of entity 3: " << rigidbodyEntity3.mMass << " " << rigidbodyEntity3.mGravityScale << " " << rigidbodyEntity3.mBodyType << std::endl; -	} -	std::cout << std::endl; - -	std::cout << "Finding all sprites of all entities" << std::endl; -	std::vector<std::pair<std::reference_wrapper<Sprite>, std::uint32_t>> sprites = ComponentManager::GetInstance().GetComponentsByType<Sprite>(); -	for(auto& [sprite, id] : sprites) { -		std::cout << "Sprite of id: " << id << ": " << sprite.get().mActive << std::endl; -	} -	std::cout << std::endl; - -	std::cout << "Finding all coliders of all entities" << std::endl; -	std::vector<std::pair<std::reference_wrapper<Colider>, std::uint32_t>> coliders = ComponentManager::GetInstance().GetComponentsByType<Colider>(); -	for(auto& [colider, id] : coliders) { -		std::cout << "Colder of id: " << id << ": " << colider.get().mSize << std::endl; -	} -	std::cout << std::endl; - -	std::cout << "Finding all rigidbodies of all entities" << std::endl; -	std::vector<std::pair<std::reference_wrapper<Rigidbody>, std::uint32_t>> rigidBodies = ComponentManager::GetInstance().GetComponentsByType<Rigidbody>(); -	for(auto& [rigidbody, id] : rigidBodies) { -		std::cout << "Rigidbody of id: " << id << ": " << rigidbody.get().mMass << " " << rigidbody.get().mGravityScale << " " << rigidbody.get().mBodyType << std::endl; - -		rigidbody.get().mMass = -1; -	} -	std::cout << std::endl; - -	std::cout << "Finding all rigidbodies of all entities for the second time (after changing mMass to -1)" << std::endl; -	std::vector<std::pair<std::reference_wrapper<Rigidbody>, std::uint32_t>> rigidBodies2 = ComponentManager::GetInstance().GetComponentsByType<Rigidbody>(); -	for(auto& [rigidbody2, id2] : rigidBodies2) { -		std::cout << "Rigidbody of id: " << id2 << ": " << rigidbody2.get().mMass << " " << rigidbody2.get().mGravityScale << " " << rigidbody2.get().mBodyType << std::endl; -	} -	std::cout << std::endl; -} |