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author | heavydemon21 <nielsstunnebrink1@gmail.com> | 2024-11-20 14:33:20 +0100 |
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committer | heavydemon21 <nielsstunnebrink1@gmail.com> | 2024-11-20 14:33:20 +0100 |
commit | 81664b46f5cb7c28d629ddafe4cbea7e717d62d2 (patch) | |
tree | 9a14cb4e490e74f5af344bd77d41f57c39d0412d /src/doc/feature/script.dox | |
parent | d623b13dab63408cf5e99dbc453636f174bc6fe8 (diff) | |
parent | d4dd3ceab2b95c26f3b07092a5c80f47eab18110 (diff) |
Merge branch 'master' into niels/RenderingParticle
Diffstat (limited to 'src/doc/feature/script.dox')
-rw-r--r-- | src/doc/feature/script.dox | 62 |
1 files changed, 62 insertions, 0 deletions
diff --git a/src/doc/feature/script.dox b/src/doc/feature/script.dox new file mode 100644 index 0000000..d25a63b --- /dev/null +++ b/src/doc/feature/script.dox @@ -0,0 +1,62 @@ +// vim:ft=doxygen +namespace crepe { +/** + +\defgroup feature_script Scripting +\ingroup feature +\brief User-defined scripts for game objects + +Scripts can be used to implement game behavior, and allow arbitrary code to run +as part of the game loop. Scripts are implemented as derivative classes of +Script, which are added to game objects using the BehaviorScript \ref Component +"component". + +\todo This section is incomplete: +- Utility functions to get components/events/etc inside script +- How to listen for events +- Extensions of script (keylistener) + +\see Script +\see BehaviorScript +\see GameObject + +\par Example + +First, define a class that inherits from Script. This class acts as an +interface, and has two functions (\ref Script::init "\c init()" and \ref +Script::update "\c update()"), which may be implemented (they are empty by +default). From now on, this derivative class will be referred to as a *concrete +script*. + +```cpp +#include <crepe/api/Script.h> +#include <crepe/api/BehaviorScript.h> + +class MyScript : public crepe::Script { + void init() { + // called once + } + void update() { + // called on fixed update + } +}; +``` + +Concrete scripts can be instantiated and attached to \ref GameObject +"game objects" using the BehaviorScript \ref Component "component". + +```cpp +using namespace crepe; +GameObject obj = component_manager.new_object("name"); + +// create BehaviorScript instance +BehaviorScript & behavior_script = obj.add_component<BehaviorScript>(); +// attach (and instantiate) MyScript to behavior_script +behavior_script.set_script<MyScript>(); + +// the above can also be done in a single call for convenience: +obj.add_component<BehaviorScript>().set_script<MyScript>(); +``` + +*/ +} |