diff options
author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-11-01 14:40:48 +0100 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-11-01 14:40:48 +0100 |
commit | 83ce876b4c1b12c3654413515840f5f71907ea6c (patch) | |
tree | 822568486d429dfd1231a971f412d1ba534b783f /src/example/script.cpp | |
parent | b2fc208fbdb55ecc3cba59e2dd51976ce829a4be (diff) | |
parent | 6aa8fdd04728b6a499f526de727514ae3d0490b4 (diff) |
Merge branch 'master' into loek/savemgr
Diffstat (limited to 'src/example/script.cpp')
-rw-r--r-- | src/example/script.cpp | 31 |
1 files changed, 21 insertions, 10 deletions
diff --git a/src/example/script.cpp b/src/example/script.cpp index 43f1c22..cda9591 100644 --- a/src/example/script.cpp +++ b/src/example/script.cpp @@ -17,27 +17,38 @@ using namespace crepe; using namespace crepe::api; using namespace std; +// Unrelated stuff that is not part of this POC +int _ = [] () { + // Show dbg_trace() output + auto & cfg = api::Config::get_instance(); + cfg.log.level = util::LogLevel::TRACE; + + return 0; // satisfy compiler +}(); + + + +// User-defined script: class MyScript : public Script { void update() { + // Retrieve component from the same GameObject this script is on Transform & test = get_component<Transform>(); dbg_logf("Transform(%.2f, %.2f)", test.position.x, test.position.y); } }; int main() { - auto & cfg = api::Config::get_instance(); - cfg.log.level = util::LogLevel::TRACE; - + // Create game object with Transform and BehaviorScript components auto obj = GameObject(0, "name", "tag", 0); - Point point = { - .x = 1.2, - .y = 3.4, - }; - obj.add_component<Transform>(point, 0, 0); + obj.add_component<Transform>(Point { .x = 1.2, .y = 3.4, }, 0, 0); obj.add_component<BehaviorScript>().set_script<MyScript>(); + // Get ScriptSystem singleton instance (this would normally be done from the + // game loop) auto & sys = ScriptSystem::get_instance(); - sys.update(); // -> MyScript::update + // Update all scripts. This should result in MyScript::update being called + sys.update(); - return 0; + return EXIT_SUCCESS; } + |