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author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-11-13 11:39:45 +0100 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-11-13 11:39:45 +0100 |
commit | 455bb50a5007daf46b8719fff2a6292da6a294bf (patch) | |
tree | dbba8b1f9653a52bb7105f39323a11d85662c0fe /src/example/script.cpp | |
parent | 3e94ecb3dac5003a3d58210ed1a4d1f1cb2083d1 (diff) |
fix physics test
Diffstat (limited to 'src/example/script.cpp')
-rw-r--r-- | src/example/script.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/src/example/script.cpp b/src/example/script.cpp index 9e8b147..4ba2b4b 100644 --- a/src/example/script.cpp +++ b/src/example/script.cpp @@ -35,15 +35,15 @@ class MyScript : public Script { }; int main() { + ComponentManager component_manager {}; + ScriptSystem system { component_manager }; + // Create game object with Transform and BehaviorScript components - auto obj = GameObject(0, "name", "tag", Vector2{1.2, 3.4}, 0, 1); + auto & obj = component_manager.new_object("name"); obj.add_component<BehaviorScript>().set_script<MyScript>(); - // Get ScriptSystem singleton instance (this would normally be done from the - // game loop) - ScriptSystem sys; // Update all scripts. This should result in MyScript::update being called - sys.update(); + system.update(); return EXIT_SUCCESS; } |