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authorLoek Le Blansch <loek@pipeframe.xyz>2024-11-13 16:26:38 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-11-13 16:26:38 +0100
commitb63f4700f7bda696afb14cc3111be0f8b0eed458 (patch)
tree08c4b00b249a4fa672d97a5bc79927adac0a0257 /src/example/script.cpp
parent2933655dea64f11f200f42fe51e58dacc5f160eb (diff)
parent9e87a556a5f68c5f9bb04bef9a66880536ccd6e8 (diff)
merge `loek/tests` into `loek/cleanup` (close #32)
Diffstat (limited to 'src/example/script.cpp')
-rw-r--r--src/example/script.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/example/script.cpp b/src/example/script.cpp
index d1388b5..c82764c 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;
}