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-rw-r--r--mwe/ecs-homemade/src/main.cpp20
1 files changed, 10 insertions, 10 deletions
diff --git a/mwe/ecs-homemade/src/main.cpp b/mwe/ecs-homemade/src/main.cpp
index 3dd082f..73f710b 100644
--- a/mwe/ecs-homemade/src/main.cpp
+++ b/mwe/ecs-homemade/src/main.cpp
@@ -10,22 +10,22 @@ int main() {
GameObject gameObect0(0, "Name: 0", "Tag: 0", 0); //Entity 0
GameObject gameObect1(1, "Name: 1", "Tag: 1", 1); //Entity 1
- Sprite sprite0;
- Rigidbody rigidbody0(1, 2, 3);
- gameObect0.AddComponent<Sprite>(&sprite0); //Add a sprite to entity0
- gameObect0.AddComponent<Rigidbody>(&rigidbody0); //Also add a rigidbody to entity0
+ //Sprite sprite0;
+ //Rigidbody rigidbody0(1, 2, 3);
+ gameObect0.AddComponent<Sprite>(); //Add a sprite to entity0
+ gameObect0.AddComponent<Rigidbody>(1, 2, 3); //Also add a rigidbody to entity0
- Rigidbody rigidbody1(4, 5, 6);
- gameObect1.AddComponent<Rigidbody>(&rigidbody1); //Only add a rigidbody to entity1
+ //Rigidbody rigidbody1(4, 5, 6);
+ gameObect1.AddComponent<Rigidbody>(4, 5, 6); //Only add a rigidbody to entity1
//The entities are now initialized
//Now I will demonstrate some ways of retreiving/getting components
- Rigidbody* rigidbodyOfEntity0 = ComponentManager::GetInstance().GetComponent<Rigidbody>(gameObect0.mId); //Get the pointer to the Rigidbody component of entity 0
- std::cout << "rigidbodyOfEntity0: " << rigidbodyOfEntity0->mMass << " " << rigidbodyOfEntity0->mGravityScale << " " << rigidbodyOfEntity0->mBodyType << std::endl;
+ std::vector<std::reference_wrapper<Rigidbody>> rigidbodyOfEntity0 = ComponentManager::GetInstance().GetComponentsOfID<Rigidbody>(gameObect0.mId); //Get the pointer to the Rigidbody component of entity 0
+ std::cout << "rigidbodyOfEntity0: " << rigidbodyOfEntity0[0].get().mMass << " " << rigidbodyOfEntity0[0].get().mGravityScale << " " << rigidbodyOfEntity0[0].get().mBodyType << std::endl;
std::cout << std::endl;
- std::vector<std::uint32_t> rigidbodyIDs = ComponentManager::GetInstance().GetAllComponentIDs<Rigidbody>(); //Get all the IDs that have a Rigidbody component
+ /*std::vector<std::uint32_t> rigidbodyIDs = ComponentManager::GetInstance().GetAllComponentIDs<Rigidbody>(); //Get all the IDs that have a Rigidbody component
for(std::uint32_t ID : rigidbodyIDs) {
std::cout << "Rigidbody ID: " << ID << std::endl;
}
@@ -35,5 +35,5 @@ int main() {
for(Rigidbody* rigidbody : rigidbodyComponents) {
std::cout << "rigidbody: " << rigidbody->mMass << " " << rigidbody->mGravityScale << " " << rigidbody->mBodyType << std::endl;
}
- std::cout << std::endl;
+ std::cout << std::endl;*/
}