diff options
author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-11-13 18:46:06 +0100 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-11-13 18:46:06 +0100 |
commit | 0aa97807cb9b7f1d1850449dd5a5e45b961445ce (patch) | |
tree | 8f6a808669a39f5b8d91079ecb30c3d1f11e9e02 /src/example | |
parent | bc2a31190b5afe7754b04e9c61fcda30e577d7d8 (diff) |
fix scene_manager example
Diffstat (limited to 'src/example')
-rw-r--r-- | src/example/components_internal.cpp | 2 | ||||
-rw-r--r-- | src/example/ecs.cpp | 15 | ||||
-rw-r--r-- | src/example/physics.cpp | 3 | ||||
-rw-r--r-- | src/example/rendering.cpp | 6 | ||||
-rw-r--r-- | src/example/scene_manager.cpp | 25 | ||||
-rw-r--r-- | src/example/script.cpp | 2 |
6 files changed, 26 insertions, 27 deletions
diff --git a/src/example/components_internal.cpp b/src/example/components_internal.cpp index 7a8a08a..eeecdc0 100644 --- a/src/example/components_internal.cpp +++ b/src/example/components_internal.cpp @@ -30,7 +30,7 @@ int main() { GameObject * game_object[OBJ_COUNT]; for (int i = 0; i < OBJ_COUNT; ++i) { - GameObject & obj = mgr.new_object("Name", "Tag"); + GameObject obj = mgr.new_object("Name", "Tag"); obj.add_component<Sprite>("test"); obj.add_component<Rigidbody>(0, 0, i); } diff --git a/src/example/ecs.cpp b/src/example/ecs.cpp index 9a008ea..06fc563 100644 --- a/src/example/ecs.cpp +++ b/src/example/ecs.cpp @@ -13,16 +13,11 @@ int main() { // Create a few GameObjects try { - GameObject & body - = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); - GameObject & right_leg - = mgr.new_object("rightLeg", "person", Vector2{1, 1}, 0, 1); - GameObject & left_leg - = mgr.new_object("leftLeg", "person", Vector2{1, 1}, 0, 1); - GameObject & right_foot - = mgr.new_object("rightFoot", "person", Vector2{2, 2}, 0, 1); - GameObject & left_foot - = mgr.new_object("leftFoot", "person", Vector2{2, 2}, 0, 1); + GameObject body = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); + GameObject right_leg = mgr.new_object("rightLeg", "person", Vector2{1, 1}, 0, 1); + GameObject left_leg = mgr.new_object("leftLeg", "person", Vector2{1, 1}, 0, 1); + GameObject right_foot = mgr.new_object("rightFoot", "person", Vector2{2, 2}, 0, 1); + GameObject left_foot = mgr.new_object("leftFoot", "person", Vector2{2, 2}, 0, 1); // Set the parent of each GameObject right_foot.set_parent(right_leg); diff --git a/src/example/physics.cpp b/src/example/physics.cpp index 2ebf779..ad663a0 100644 --- a/src/example/physics.cpp +++ b/src/example/physics.cpp @@ -11,8 +11,7 @@ using namespace std; int main(int argc, char * argv[]) { ComponentManager mgr{}; - GameObject & game_object - = mgr.new_object("Name", "Tag", Vector2{0, 0}, 0, 0); + GameObject game_object = mgr.new_object("Name", "Tag", Vector2{0, 0}, 0, 0); game_object.add_component<Rigidbody>(Rigidbody::Data{ .mass = 1, .gravity_scale = 1, diff --git a/src/example/rendering.cpp b/src/example/rendering.cpp index 74c00e2..abd11b1 100644 --- a/src/example/rendering.cpp +++ b/src/example/rendering.cpp @@ -23,9 +23,9 @@ int main() { ComponentManager mgr{}; RenderSystem sys{mgr}; - auto & obj = mgr.new_object("name", "tag", Vector2{0, 0}, 1, 1); - auto & obj1 = mgr.new_object("name", "tag", Vector2{500, 0}, 1, 0.1); - auto & obj2 = mgr.new_object("name", "tag", Vector2{800, 0}, 1, 0.1); + GameObject obj = mgr.new_object("name", "tag", Vector2{0, 0}, 1, 1); + GameObject obj1 = mgr.new_object("name", "tag", Vector2{500, 0}, 1, 0.1); + GameObject obj2 = mgr.new_object("name", "tag", Vector2{800, 0}, 1, 0.1); // Normal adding components { diff --git a/src/example/scene_manager.cpp b/src/example/scene_manager.cpp index 5cd7336..1c982aa 100644 --- a/src/example/scene_manager.cpp +++ b/src/example/scene_manager.cpp @@ -12,24 +12,26 @@ using namespace std; class ConcreteScene1 : public Scene { public: - ConcreteScene1(string name) : Scene(name) {} + using Scene::Scene; void load_scene() { - GameObject object1(0, "scene_1", "tag_scene_1", Vector2{0, 0}, 0, 1); - GameObject object2(1, "scene_1", "tag_scene_1", Vector2{1, 0}, 0, 1); - GameObject object3(2, "scene_1", "tag_scene_1", Vector2{2, 0}, 0, 1); + auto & mgr = this->component_manager; + GameObject object1 = mgr.new_object("scene_1", "tag_scene_1", Vector2{0, 0}, 0, 1); + GameObject object2 = mgr.new_object("scene_1", "tag_scene_1", Vector2{1, 0}, 0, 1); + GameObject object3 = mgr.new_object("scene_1", "tag_scene_1", Vector2{2, 0}, 0, 1); } }; class ConcreteScene2 : public Scene { public: - ConcreteScene2(string name) : Scene(name) {} + using Scene::Scene; void load_scene() { - GameObject object1(0, "scene_2", "tag_scene_2", Vector2{0, 0}, 0, 1); - GameObject object2(1, "scene_2", "tag_scene_2", Vector2{0, 1}, 0, 1); - GameObject object3(2, "scene_2", "tag_scene_2", Vector2{0, 2}, 0, 1); - GameObject object4(3, "scene_2", "tag_scene_2", Vector2{0, 3}, 0, 1); + auto & mgr = this->component_manager; + GameObject object1 = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 0}, 0, 1); + GameObject object2 = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 1}, 0, 1); + GameObject object3 = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 2}, 0, 1); + GameObject object4 = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 3}, 0, 1); } }; @@ -41,7 +43,9 @@ int main() { scene_mgr.add_scene<ConcreteScene1>("scene1"); scene_mgr.add_scene<ConcreteScene2>("scene2"); - // There is no need to call set_next_scene() at the beginnen, because the first scene will be automatically set as the next scene + // There is no need to call set_next_scene() at the beginning because the + // first scene will be automatically set as the next scene + // Load scene1 (the first scene added) scene_mgr.load_next_scene(); @@ -73,3 +77,4 @@ int main() { return 0; } + diff --git a/src/example/script.cpp b/src/example/script.cpp index c82764c..a23295b 100644 --- a/src/example/script.cpp +++ b/src/example/script.cpp @@ -39,7 +39,7 @@ int main() { ScriptSystem system{component_manager}; // Create game object with Transform and BehaviorScript components - auto & obj = component_manager.new_object("name"); + GameObject obj = component_manager.new_object("name"); obj.add_component<BehaviorScript>().set_script<MyScript>(); // Update all scripts. This should result in MyScript::update being called |