#include #include #include #include "ComponentManager.h" #include "GameObjectMax.h" #include "Components.h" 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 gameObect0.AddComponent(); //Add a sprite to entity0 gameObect0.AddComponent(1, 2, 3); //Also add a rigidbody to entity0 gameObect0.AddComponent(3, 2, 1); //Add a second rigidbody to entity0 gameObect1.AddComponent(4, 5, 6); //Only add a rigidbody to entity1 gameObect2.AddComponent(); //Add four sprites to entity2 gameObect2.AddComponent(); gameObect2.AddComponent(); gameObect2.AddComponent(); gameObect2.AddComponent(10, 100, 500); //Add four rigidbodies to entity2 gameObect2.AddComponent(10, 100, 501); gameObect2.AddComponent(10, 100, 502); gameObect2.AddComponent(10, 100, 500); //Add non components to entity3, entity4, entity5 and entity6 gameObect7.AddComponent(); //Add a sprite to entity 7 gameObect7.AddComponent(30); //Add a colder to entity 7 //The entities are now initialized //Now I will demonstrate some ways of retreiving/getting components std::cout << "Finding all sprites of entity 0" << std::endl; std::vector> spriteOfEntity0 = ComponentManager::GetInstance().GetComponentsByID(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> rigidbodyOfEntity0 = ComponentManager::GetInstance().GetComponentsByID(gameObect0.mId); for(Rigidbody& rigidbodyEntity0 : rigidbodyOfEntity0) { 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> coliderOfEntity0 = ComponentManager::GetInstance().GetComponentsByID(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> spriteOfEntity3 = ComponentManager::GetInstance().GetComponentsByID(gameObect3.mId); for(Sprite& spriteEntity3 : spriteOfEntity3) { std::cout << "Sprite of entity 3: " << spriteEntity3.mActive << std::endl; } std::cout << std::endl; ComponentManager::GetInstance().DeleteComponents(); gameObect5.AddComponent(); std::cout << "Finding all rigidbodies of entity 3" << std::endl; std::vector> rigidbodyOfEntity3 = ComponentManager::GetInstance().GetComponentsByID(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::uint32_t>> sprites = ComponentManager::GetInstance().GetComponentsByType(); 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::uint32_t>> coliders = ComponentManager::GetInstance().GetComponentsByType(); 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::uint32_t>> rigidBodies = ComponentManager::GetInstance().GetComponentsByType(); 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::uint32_t>> rigidBodies2 = ComponentManager::GetInstance().GetComponentsByType(); 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; }