/** \file * * Standalone example for usage of the script component and system */ #include <crepe/ComponentManager.h> #include <crepe/system/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 std; // Unrelated stuff that is not part of this POC int _ = []() { // Show dbg_trace() output auto & cfg = Config::get_instance(); cfg.log.level = 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", Vector2{1.2, 3.4}, 0, 1); obj.add_component<BehaviorScript>().set_script<MyScript>(); // Get ScriptSystem singleton instance (this would normally be done from the // game loop) ScriptSystem sys; // Update all scripts. This should result in MyScript::update being called sys.update(); return EXIT_SUCCESS; }