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-rw-r--r--mwe/ecs-homemade/inc/Components.h7
-rw-r--r--mwe/ecs-homemade/src/Components.cpp2
-rw-r--r--mwe/ecs-homemade/src/main.cpp84
3 files changed, 87 insertions, 6 deletions
diff --git a/mwe/ecs-homemade/inc/Components.h b/mwe/ecs-homemade/inc/Components.h
index 1ea8428..2645a45 100644
--- a/mwe/ecs-homemade/inc/Components.h
+++ b/mwe/ecs-homemade/inc/Components.h
@@ -20,3 +20,10 @@ public:
int mGravityScale;
int mBodyType;
};
+
+class Colider : public Component {
+public:
+ Colider(int size);
+
+ int mSize;
+};
diff --git a/mwe/ecs-homemade/src/Components.cpp b/mwe/ecs-homemade/src/Components.cpp
index 3aece4b..5f10bc5 100644
--- a/mwe/ecs-homemade/src/Components.cpp
+++ b/mwe/ecs-homemade/src/Components.cpp
@@ -8,3 +8,5 @@ void Sprite::Render() {
}
Rigidbody::Rigidbody(int mass, int gravityScale, int bodyType) : mMass(mass), mGravityScale(gravityScale), mBodyType(bodyType) {}
+
+Colider::Colider(int size) : mSize(size) {}
diff --git a/mwe/ecs-homemade/src/main.cpp b/mwe/ecs-homemade/src/main.cpp
index f72a044..6ab0adc 100644
--- a/mwe/ecs-homemade/src/main.cpp
+++ b/mwe/ecs-homemade/src/main.cpp
@@ -9,27 +9,99 @@
int main() {
GameObject gameObect0(0, "Name: 0", "Tag: 0", 0); //Entity 0
GameObject gameObect1(1, "Name: 1", "Tag: 1", 1); //Entity 1
+ GameObject gameObect2(2, "Name: 2", "Tag: 2", 2); //Entity 2
+ GameObject gameObect3(3, "Name: 3", "Tag: 3", 3); //Entity 3
+ GameObject gameObect4(4, "Name: 4", "Tag: 4", 4); //Entity 4
+ GameObject gameObect5(5, "Name: 5", "Tag: 5", 5); //Entity 5
+ GameObject gameObect6(6, "Name: 6", "Tag: 6", 6); //Entity 6
+ GameObject gameObect7(7, "Name: 7", "Tag: 7", 7); //Entity 7
- //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
gameObect0.AddComponent<Rigidbody>(3, 2, 1); //Add a second rigidbody to entity0
- //Rigidbody rigidbody1(4, 5, 6);
gameObect1.AddComponent<Rigidbody>(4, 5, 6); //Only add a rigidbody to entity1
+ gameObect2.AddComponent<Sprite>(); //Add four sprites to entity2
+ gameObect2.AddComponent<Sprite>();
+ gameObect2.AddComponent<Sprite>();
+ gameObect2.AddComponent<Sprite>();
+ gameObect2.AddComponent<Rigidbody>(10, 100, 500); //Add four rigidbodies to entity2
+ gameObect2.AddComponent<Rigidbody>(10, 100, 501);
+ gameObect2.AddComponent<Rigidbody>(10, 100, 502);
+ gameObect2.AddComponent<Rigidbody>(10, 100, 500);
+
+ //Add non components to entity3, entity4, entity5 and entity6
+
+ gameObect7.AddComponent<Sprite>(); //Add only a sprite to entity 7
+
//The entities are now initialized
//Now I will demonstrate some ways of retreiving/getting components
- std::vector<std::reference_wrapper<Rigidbody>> rigidbodyOfEntity0 = ComponentManager::GetInstance().GetComponentsByID<Rigidbody>(gameObect0.mId); //Get the pointer to the Rigidbody component of entity 0
+ std::cout << "Finding all sprites of entity 0" << std::endl;
+ std::vector<std::reference_wrapper<Sprite>> spriteOfEntity0 = ComponentManager::GetInstance().GetComponentsByID<Sprite>(gameObect0.mId);
+ for(Sprite& spriteEntity0 : spriteOfEntity0) {
+ std::cout << "Sprite of entity 0: " << spriteEntity0.mActive << std::endl;
+ }
+ std::cout << std::endl;
+
+ std::cout << "Finding all rigidbodies of entity 0" << std::endl;
+ std::vector<std::reference_wrapper<Rigidbody>> rigidbodyOfEntity0 = ComponentManager::GetInstance().GetComponentsByID<Rigidbody>(gameObect0.mId);
for(Rigidbody& rigidbodyEntity0 : rigidbodyOfEntity0) {
- std::cout << "rigidbodyOfEntity0: " << rigidbodyEntity0.mMass << " " << rigidbodyEntity0.mGravityScale << " " << rigidbodyEntity0.mBodyType << std::endl;
- std::cout << std::endl;
+ std::cout << "Rigidbody of entity 0: " << rigidbodyEntity0.mMass << " " << rigidbodyEntity0.mGravityScale << " " << rigidbodyEntity0.mBodyType << std::endl;
+
+ rigidbodyEntity0.mMass = 15;
+ }
+ std::cout << std::endl;
+
+ std::cout << "Finding all coliders of entity 0" << std::endl;
+ std::vector<std::reference_wrapper<Colider>> coliderOfEntity0 = ComponentManager::GetInstance().GetComponentsByID<Colider>(gameObect0.mId);
+ for(Colider& coliderEntity0 : coliderOfEntity0) {
+ std::cout << "Colider of entity 0: " << coliderEntity0.mSize << std::endl;
+ }
+ std::cout << std::endl;
+
+ std::cout << "Finding all sprites of entity 3" << std::endl;
+ std::vector<std::reference_wrapper<Sprite>> spriteOfEntity3 = ComponentManager::GetInstance().GetComponentsByID<Sprite>(gameObect3.mId);
+ for(Sprite& spriteEntity3 : spriteOfEntity3) {
+ std::cout << "Sprite of entity 3: " << spriteEntity3.mActive << std::endl;
}
+ std::cout << std::endl;
+ std::cout << "Finding all rigidbodies of entity 3" << std::endl;
+ std::vector<std::reference_wrapper<Rigidbody>> rigidbodyOfEntity3 = ComponentManager::GetInstance().GetComponentsByID<Rigidbody>(gameObect3.mId);
+ for(Rigidbody& rigidbodyEntity3 : rigidbodyOfEntity3) {
+ std::cout << "Rigidbody of entity 3: " << rigidbodyEntity3.mMass << " " << rigidbodyEntity3.mGravityScale << " " << rigidbodyEntity3.mBodyType << std::endl;
+ }
+ std::cout << std::endl;
+
+ std::cout << "Finding all sprites of all entities" << std::endl;
+ std::vector<std::pair<std::reference_wrapper<Sprite>, std::uint32_t>> sprites = ComponentManager::GetInstance().GetComponentsByType<Sprite>();
+ for(auto& [sprite, id] : sprites) {
+ std::cout << "Sprite of id: " << id << ": " << sprite.get().mActive << std::endl;
+ }
+ std::cout << std::endl;
+
+ std::cout << "Finding all coliders of all entities" << std::endl;
+ std::vector<std::pair<std::reference_wrapper<Colider>, std::uint32_t>> coliders = ComponentManager::GetInstance().GetComponentsByType<Colider>();
+ for(auto& [colider, id] : coliders) {
+ std::cout << "Colder of id: " << id << ": " << colider.get().mSize << std::endl;
+ }
+ std::cout << std::endl;
+
+ std::cout << "Finding all rigidbodies of all entities" << std::endl;
std::vector<std::pair<std::reference_wrapper<Rigidbody>, std::uint32_t>> rigidBodies = ComponentManager::GetInstance().GetComponentsByType<Rigidbody>();
for(auto& [rigidbody, id] : rigidBodies) {
std::cout << "Rigidbody of id: " << id << ": " << rigidbody.get().mMass << " " << rigidbody.get().mGravityScale << " " << rigidbody.get().mBodyType << std::endl;
+
+ rigidbody.get().mMass = -1;
+ }
+ std::cout << std::endl;
+
+ std::cout << "Finding all rigidbodies of all entities for the second time (after changing mMass to -1)" << std::endl;
+ std::vector<std::pair<std::reference_wrapper<Rigidbody>, std::uint32_t>> rigidBodies2 = ComponentManager::GetInstance().GetComponentsByType<Rigidbody>();
+ for(auto& [rigidbody2, id2] : rigidBodies2) {
+ std::cout << "Rigidbody of id: " << id2 << ": " << rigidbody2.get().mMass << " " << rigidbody2.get().mGravityScale << " " << rigidbody2.get().mBodyType << std::endl;
}
+ std::cout << std::endl;
}