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-rw-r--r--src/example/particle.cpp2
-rw-r--r--src/example/physics.cpp9
-rw-r--r--src/example/rendering.cpp21
-rw-r--r--src/example/script.cpp8
4 files changed, 7 insertions, 33 deletions
diff --git a/src/example/particle.cpp b/src/example/particle.cpp
index 53fa213..fe8a43b 100644
--- a/src/example/particle.cpp
+++ b/src/example/particle.cpp
@@ -25,7 +25,7 @@ int main(int argc, char * argv[]) {
}
GameObject * game_object[1];
- game_object[0] = new GameObject(0, "Name", "Tag", 0);
+ game_object[0] = new GameObject(0, "Name", "Tag", Point{0, 0}, 0, 1);
// FIXME: all systems are singletons, so this shouldn't even compile.
ParticleSystem particle_system;
diff --git a/src/example/physics.cpp b/src/example/physics.cpp
index db69b9b..54d1807 100644
--- a/src/example/physics.cpp
+++ b/src/example/physics.cpp
@@ -16,13 +16,8 @@ using namespace std;
int main(int argc, char * argv[]) {
PhysicsSystem physics_system;
GameObject * game_object[2];
- game_object[1] = new GameObject(2, "Name", "Tag", 0); // not found not used
- game_object[0] = new GameObject(5, "Name", "Tag", 0);
- Point point = {
- .x = 0,
- .y = 0,
- };
- game_object[0]->add_component<Transform>(point, 0, 0);
+ game_object[1] = new GameObject(2, "Name", "Tag", Point{0, 0}, 0, 0); // not found not used
+ game_object[0] = new GameObject(5, "Name", "Tag", Point{0, 0}, 0, 0);
game_object[0]->add_component<Rigidbody>(1, 1, BodyType::DYNAMIC);
game_object[0]->add_component<Force>(1, 0);
physics_system.update();
diff --git a/src/example/rendering.cpp b/src/example/rendering.cpp
index 1bf448c..9624093 100644
--- a/src/example/rendering.cpp
+++ b/src/example/rendering.cpp
@@ -23,19 +23,14 @@ int main() {
dbg_trace();
- auto obj = GameObject(0, "name", "tag", 0);
- auto obj1 = GameObject(1, "name", "tag", 0);
- auto obj2 = GameObject(2, "name", "tag", 0);
+ auto obj = GameObject(0, "name", "tag", Point{0, 0}, 1, 1);
+ auto obj1 = GameObject(1, "name", "tag", Point{500, 0}, 1, 0.1);
+ auto obj2 = GameObject(2, "name", "tag", Point{800, 0}, 1, 0.1);
auto & mgr = AssetManager::get_instance();
// Normal adding components
{
Color color(0, 0, 0, 0);
- Point point = {
- .x = 0,
- .y = 0,
- };
- obj.add_component<Transform>(point, 1, 1);
obj.add_component<Sprite>(
make_shared<Texture>("../asset/texture/img.png"), color,
FlipSettings{true, true});
@@ -43,22 +38,12 @@ int main() {
{
Color color(0, 0, 0, 0);
- Point point = {
- .x = 500,
- .y = 0,
- };
- obj1.add_component<Transform>(point, 0, 0.1);
auto img = mgr.cache<Texture>("../asset/texture/second.png");
obj1.add_component<Sprite>(img, color, FlipSettings{true, true});
}
{
Color color(0, 0, 0, 0);
- Point point = {
- .x = 800,
- .y = 0,
- };
- //obj.add_component<Transform>(point, 0, 0.1);
auto img = mgr.cache<Texture>("../asset/texture/second.png");
obj2.add_component<Sprite>(img, color, FlipSettings{true, true});
}
diff --git a/src/example/script.cpp b/src/example/script.cpp
index 5df26e8..e4c8319 100644
--- a/src/example/script.cpp
+++ b/src/example/script.cpp
@@ -37,13 +37,7 @@ class MyScript : public Script {
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);
+ auto obj = GameObject(0, "name", "tag", Point{1.2, 3.4}, 0, 1);
obj.add_component<BehaviorScript>().set_script<MyScript>();
// Get ScriptSystem singleton instance (this would normally be done from the