diff options
-rw-r--r-- | src/crepe/ScriptSystem.cpp | 1 | ||||
-rw-r--r-- | src/crepe/api/Transform.cpp | 2 | ||||
-rw-r--r-- | src/crepe/api/Transform.h | 2 | ||||
-rw-r--r-- | src/example/script.cpp | 31 |
4 files changed, 24 insertions, 12 deletions
diff --git a/src/crepe/ScriptSystem.cpp b/src/crepe/ScriptSystem.cpp index d00d474..171b490 100644 --- a/src/crepe/ScriptSystem.cpp +++ b/src/crepe/ScriptSystem.cpp @@ -37,6 +37,7 @@ forward_list<Script *> ScriptSystem::get_scripts() { for (auto behavior_script_ref : behavior_scripts) { BehaviorScript & behavior_script = behavior_script_ref.get(); + if (!behavior_script.active) continue; Script * script = behavior_script.script.get(); if (script == nullptr) continue; scripts.push_front(script); diff --git a/src/crepe/api/Transform.cpp b/src/crepe/api/Transform.cpp index 626cd67..3b218bc 100644 --- a/src/crepe/api/Transform.cpp +++ b/src/crepe/api/Transform.cpp @@ -8,7 +8,7 @@ using namespace crepe::api; -Transform::Transform(uint32_t game_id, Point & point, double rot, double scale) +Transform::Transform(uint32_t game_id, const Point & point, double rot, double scale) : Component(game_id), position(point), rotation(rot), scale(scale) { dbg_trace(); } diff --git a/src/crepe/api/Transform.h b/src/crepe/api/Transform.h index c69ec61..c451c16 100644 --- a/src/crepe/api/Transform.h +++ b/src/crepe/api/Transform.h @@ -14,7 +14,7 @@ class Transform : public Component { // works similar (or the same) as those found in GLSL? public: - Transform(uint32_t id, Point &, double, double); + Transform(uint32_t id, const Point &, double, double); ~Transform(); //! Translation (shift) Point position; 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; } + |