From 0476a8e9dbe7afb422862f7b1c15aaed7f3c416e Mon Sep 17 00:00:00 2001 From: Loek Le Blansch Date: Tue, 19 Nov 2024 12:11:11 +0100 Subject: add some more doxygen --- src/doc/feature/script.dox | 62 ++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 62 insertions(+) create mode 100644 src/doc/feature/script.dox (limited to 'src/doc/feature') diff --git a/src/doc/feature/script.dox b/src/doc/feature/script.dox new file mode 100644 index 0000000..d25a63b --- /dev/null +++ b/src/doc/feature/script.dox @@ -0,0 +1,62 @@ +// vim:ft=doxygen +namespace crepe { +/** + +\defgroup feature_script Scripting +\ingroup feature +\brief User-defined scripts for game objects + +Scripts can be used to implement game behavior, and allow arbitrary code to run +as part of the game loop. Scripts are implemented as derivative classes of +Script, which are added to game objects using the BehaviorScript \ref Component +"component". + +\todo This section is incomplete: +- Utility functions to get components/events/etc inside script +- How to listen for events +- Extensions of script (keylistener) + +\see Script +\see BehaviorScript +\see GameObject + +\par Example + +First, define a class that inherits from Script. This class acts as an +interface, and has two functions (\ref Script::init "\c init()" and \ref +Script::update "\c update()"), which may be implemented (they are empty by +default). From now on, this derivative class will be referred to as a *concrete +script*. + +```cpp +#include +#include + +class MyScript : public crepe::Script { + void init() { + // called once + } + void update() { + // called on fixed update + } +}; +``` + +Concrete scripts can be instantiated and attached to \ref GameObject +"game objects" using the BehaviorScript \ref Component "component". + +```cpp +using namespace crepe; +GameObject obj = component_manager.new_object("name"); + +// create BehaviorScript instance +BehaviorScript & behavior_script = obj.add_component(); +// attach (and instantiate) MyScript to behavior_script +behavior_script.set_script(); + +// the above can also be done in a single call for convenience: +obj.add_component().set_script(); +``` + +*/ +} -- cgit v1.2.3