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authorLoek Le Blansch <loek@pipeframe.xyz>2024-11-07 20:08:09 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-11-07 20:08:09 +0100
commit1c4156ee127b14760ed3b1a0cd16ad12180c7ac6 (patch)
tree211505d5328f24c9f9beabf8f874d9e13ef92130 /src/example/script.cpp
parent9df087ede0b539ecbd2778236c7d1143362b384d (diff)
parent3d2428af8e8d9d49b4ade52d4806a7dae4cf1ab8 (diff)
merge `master` into `loek/savemgr`
Diffstat (limited to 'src/example/script.cpp')
-rw-r--r--src/example/script.cpp10
1 files changed, 2 insertions, 8 deletions
diff --git a/src/example/script.cpp b/src/example/script.cpp
index dac7af3..9e8b147 100644
--- a/src/example/script.cpp
+++ b/src/example/script.cpp
@@ -36,18 +36,12 @@ class MyScript : public Script {
int main() {
// Create game object with Transform and BehaviorScript components
- auto obj = GameObject(0, "name", "tag", 0);
- obj.add_component<Transform>(
- Point{
- .x = 1.2,
- .y = 3.4,
- },
- 0, 0);
+ auto obj = GameObject(0, "name", "tag", Vector2{1.2, 3.4}, 0, 1);
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();
+ ScriptSystem sys;
// Update all scripts. This should result in MyScript::update being called
sys.update();