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authormax-001 <maxsmits21@kpnmail.nl>2024-11-05 13:57:49 +0100
committermax-001 <maxsmits21@kpnmail.nl>2024-11-05 13:57:49 +0100
commit5b8ec02b6b4f2356e2d688502298274e372b9fad (patch)
tree329277969f154177c89f5ed3ce1a8ee5b2c72875 /src/example
parent154e974a0d553ea8209c3be9b1bd5820fef5e0a3 (diff)
Make format
Diffstat (limited to 'src/example')
-rw-r--r--src/example/ecs.cpp58
-rw-r--r--src/example/physics.cpp3
2 files changed, 36 insertions, 25 deletions
diff --git a/src/example/ecs.cpp b/src/example/ecs.cpp
index 4c0e07d..2eb09b2 100644
--- a/src/example/ecs.cpp
+++ b/src/example/ecs.cpp
@@ -1,8 +1,8 @@
#include <iostream>
-#include "../crepe/api/GameObject.h"
#include "../crepe/ComponentManager.h"
#include "../crepe/Metadata.h"
+#include "../crepe/api/GameObject.h"
#include "../crepe/api/Transform.h"
using namespace crepe::api;
@@ -11,33 +11,43 @@ using namespace std;
int main() {
// Create a few GameObjects
- GameObject body(0, "body", "person", Point{0, 0}, 0, 1);
- GameObject rightLeg(1, "rightLeg", "person", Point{1, 1}, 0, 1);
- GameObject leftLeg(2, "leftLeg", "person", Point{1, 1}, 0, 1);
- GameObject rightFoot(3, "rightFoot", "person", Point{2, 2}, 0, 1);
- GameObject leftFoot(4, "leftFoot", "person", Point{2, 2}, 0, 1);
+ try {
+ GameObject body(0, "body", "person", Point{0, 0}, 0, 1);
+ GameObject rightLeg(1, "rightLeg", "person", Point{1, 1}, 0, 1);
+ GameObject leftLeg(2, "leftLeg", "person", Point{1, 1}, 0, 1);
+ GameObject rightFoot(3, "rightFoot", "person", Point{2, 2}, 0, 1);
+ GameObject leftFoot(4, "leftFoot", "person", Point{2, 2}, 0, 1);
- // Set the parent of each GameObject
- rightFoot.set_parent(rightLeg);
- leftFoot.set_parent(leftLeg);
- rightLeg.set_parent(body);
- leftLeg.set_parent(body);
+ // Set the parent of each GameObject
+ rightFoot.set_parent(rightLeg);
+ leftFoot.set_parent(leftLeg);
+ rightLeg.set_parent(body);
+ leftLeg.set_parent(body);
- // Get the Metadata and Transform components of each GameObject
- ComponentManager & mgr = ComponentManager::get_instance();
- vector<reference_wrapper<Metadata>> metadata = mgr.get_components_by_type<Metadata>();
- vector<reference_wrapper<Transform>> transform = mgr.get_components_by_type<Transform>();
+ // Get the Metadata and Transform components of each GameObject
+ ComponentManager & mgr = ComponentManager::get_instance();
+ vector<reference_wrapper<Metadata>> metadata
+ = mgr.get_components_by_type<Metadata>();
+ vector<reference_wrapper<Transform>> transform
+ = mgr.get_components_by_type<Transform>();
- // Print the Metadata and Transform components
- for(auto & m : metadata) {
- cout << "Id: " << m.get().game_object_id << " Name: " << m.get().name << " Tag: " << m.get().tag << " Parent: " << m.get().parent << " Children: ";
- for(auto & c : m.get().children) {
- cout << c << " ";
+ // Print the Metadata and Transform components
+ for (auto & m : metadata) {
+ cout << "Id: " << m.get().game_object_id
+ << " Name: " << m.get().name << " Tag: " << m.get().tag
+ << " Parent: " << m.get().parent << " Children: ";
+ for (auto & c : m.get().children) {
+ cout << c << " ";
+ }
+ cout << endl;
}
- cout << endl;
- }
- for(auto & t : transform) {
- cout << "Id: " << t.get().game_object_id << " Position: [" << t.get().position.x << ", " << t.get().position.y << "]" << endl;
+ for (auto & t : transform) {
+ cout << "Id: " << t.get().game_object_id << " Position: ["
+ << t.get().position.x << ", " << t.get().position.y << "]"
+ << endl;
+ }
+ } catch (const exception & e) {
+ cerr << e.what() << endl;
}
return 0;
diff --git a/src/example/physics.cpp b/src/example/physics.cpp
index 54d1807..1bafdf3 100644
--- a/src/example/physics.cpp
+++ b/src/example/physics.cpp
@@ -16,7 +16,8 @@ using namespace std;
int main(int argc, char * argv[]) {
PhysicsSystem physics_system;
GameObject * game_object[2];
- game_object[1] = new GameObject(2, "Name", "Tag", Point{0, 0}, 0, 0); // not found not used
+ // not found not used
+ game_object[1] = new GameObject(2, "Name", "Tag", Point{0, 0}, 0, 0);
game_object[0] = new GameObject(5, "Name", "Tag", Point{0, 0}, 0, 0);
game_object[0]->add_component<Rigidbody>(1, 1, BodyType::DYNAMIC);
game_object[0]->add_component<Force>(1, 0);