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/** \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", 0);
obj.add_component<Transform>(
Point{
.x = 1.2,
.y = 3.4,
},
0, 0);
obj.add_component<BehaviorScript>().set_script<MyScript>();
// Get ScriptSystem singleton instance (this would normally be done from the
// game loop)
auto & sys = ScriptSystem::get_instance();
// Update all scripts. This should result in MyScript::update being called
sys.update();
return EXIT_SUCCESS;
}
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