diff options
Diffstat (limited to 'mwe')
-rw-r--r-- | mwe/ecs-homemade/inc/Components.h | 7 | ||||
-rw-r--r-- | mwe/ecs-homemade/src/Components.cpp | 2 | ||||
-rw-r--r-- | mwe/ecs-homemade/src/main.cpp | 84 |
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; } |