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#include <iostream>
#include <crepe/ComponentManager.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/Metadata.h>
#include <crepe/api/Scene.h>
#include <crepe/api/SceneManager.h>
#include <crepe/api/Vector2.h>
using namespace crepe;
using namespace std;
class ConcreteScene1 : public Scene {
public:
ConcreteScene1(string name) : Scene(name) {}
void load_scene() {
GameObject object1(0, "scene_1", "tag_scene_1", Vector2{0, 0}, 0, 1);
GameObject object2(1, "scene_1", "tag_scene_1", Vector2{1, 0}, 0, 1);
GameObject object3(2, "scene_1", "tag_scene_1", Vector2{2, 0}, 0, 1);
}
};
class ConcreteScene2 : public Scene {
public:
ConcreteScene2(string name) : Scene(name) {}
void load_scene() {
GameObject object1(0, "scene_2", "tag_scene_2", Vector2{0, 0}, 0, 1);
GameObject object2(1, "scene_2", "tag_scene_2", Vector2{0, 1}, 0, 1);
GameObject object3(2, "scene_2", "tag_scene_2", Vector2{0, 2}, 0, 1);
GameObject object4(3, "scene_2", "tag_scene_2", Vector2{0, 3}, 0, 1);
}
};
int main() {
SceneManager & scene_mgr = SceneManager::get_instance();
// Add the scenes to the scene manager
scene_mgr.add_scene<ConcreteScene1>("scene1");
scene_mgr.add_scene<ConcreteScene2>("scene2");
// There is no need to call set_next_scene() at the beginnen, because the first scene will be automatically set as the next scene
// Load scene1 (the first scene added)
scene_mgr.load_next_scene();
// Get the Metadata components of each GameObject of Scene1
ComponentManager & component_mgr = ComponentManager::get_instance();
vector<reference_wrapper<Metadata>> metadata
= component_mgr.get_components_by_type<Metadata>();
cout << "Metadata components of Scene1:" << endl;
// Print the Metadata
for (auto & m : metadata) {
cout << "Id: " << m.get().game_object_id << " Name: " << m.get().name
<< " Tag: " << m.get().tag << endl;
}
// Set scene2 as the next scene
scene_mgr.set_next_scene("scene2");
// Load scene2
scene_mgr.load_next_scene();
// Get the Metadata components of each GameObject of Scene2
metadata = component_mgr.get_components_by_type<Metadata>();
cout << "Metadata components of Scene2:" << endl;
// Print the Metadata
for (auto & m : metadata) {
cout << "Id: " << m.get().game_object_id << " Name: " << m.get().name
<< " Tag: " << m.get().tag << endl;
}
return 0;
}
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