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+/** \file
+ *
+ * Standalone example for usage of the script component and system
+ */
+
+#include <crepe/ComponentManager.h>
+#include <crepe/ScriptSystem.h>
+#include <crepe/util/log.h>
+
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/Config.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/Script.h>
+#include <crepe/api/Transform.h>
+
+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() {
+ // Create game object with Transform and BehaviorScript components
+ auto obj = GameObject(0, "name", "tag", 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();
+ // Update all scripts. This should result in MyScript::update being called
+ sys.update();
+
+ return EXIT_SUCCESS;
+}
+