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authorLoek Le Blansch <loek@pipeframe.xyz>2024-11-19 12:11:11 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-11-19 12:11:11 +0100
commit0476a8e9dbe7afb422862f7b1c15aaed7f3c416e (patch)
treecad5ba54468a2b29a11dd55613b630ff52e54ef8 /src/doc/feature
parent121b64b1cb6cfead5814070c8b0185d3d7308095 (diff)
add some more doxygen
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+// 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>();
+```
+
+*/
+}