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authorLoek Le Blansch <loek@pipeframe.xyz>2024-11-04 08:28:18 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-11-04 08:28:18 +0100
commit06f65659fc6ffde7cabd2135040cbfbf089e5a24 (patch)
treee3570bea52b87b6919550ee81d17927ccbc11cc5 /src/example/script.cpp
parent128969619a22dfc17a9ea35335c0d21c6ad0c954 (diff)
parent6aa8fdd04728b6a499f526de727514ae3d0490b4 (diff)
merge `origin/master` into `master`
Diffstat (limited to 'src/example/script.cpp')
-rw-r--r--src/example/script.cpp41
1 files changed, 31 insertions, 10 deletions
diff --git a/src/example/script.cpp b/src/example/script.cpp
index 28605c7..cda9591 100644
--- a/src/example/script.cpp
+++ b/src/example/script.cpp
@@ -3,31 +3,52 @@
* Standalone example for usage of the script component and system
*/
-#include <crepe/util/log.h>
-#include <crepe/ScriptSystem.h>
#include <crepe/ComponentManager.h>
-#include <crepe/GameObject.h>
+#include <crepe/ScriptSystem.h>
+#include <crepe/util/log.h>
#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/Config.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/Script.h>
+#include <crepe/api/Transform.h>
using namespace crepe;
+using namespace crepe::api;
using namespace std;
-class MyScript : public api::BehaviorScript {
+// 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() {
- dbg_trace();
+ // 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() {
- dbg_trace();
-
+ // Create game object with Transform and BehaviorScript components
auto obj = GameObject(0, "name", "tag", 0);
- obj.add_component<MyScript>();
+ 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;
}