basic usage example

This commit is contained in:
2018-12-28 09:42:34 +07:00
parent 98bfc99a0d
commit 3393a4479e
2 changed files with 118 additions and 2 deletions

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@@ -31,9 +31,66 @@
#include "ecs.hpp"
```
## Examples
## Basic usage
> coming soon!
```cpp
struct position_component {
float x{0};
float y{0};
position_component(float nx, float ny)
: x(nx), y(ny) {}
};
struct velocity_component {
float dx{0};
float dy{0};
velocity_component(float ndx, float ndy)
: dx(ndx), dy(ndy) {}
};
class movement_system : public ecs_hpp::system {
public:
void process(ecs_hpp::registry& owner) override {
owner.for_joined_components<
position_component,
velocity_component
>([](const ecs_hpp::entity& e, position_component& p, const velocity_component& v) {
p.x += v.dx;
p.y += v.dy;
});
}
};
class gravity_system : public ecs_hpp::system {
public:
gravity_system(float gravity)
: gravity_(gravity) {}
void process(ecs_hpp::registry& owner) override {
owner.for_each_component<
velocity_component
>([this](const ecs_hpp::entity& e, velocity_component& v) {
v.dx += gravity_;
v.dy += gravity_;
});
}
private:
float gravity_;
};
ecs_hpp::registry world;
world.add_system<movement_system>();
auto entity_one = world.create_entity();
world.assign_component<position_component>(entity_one, 4.f, 2.f);
world.assign_component<velocity_component>(entity_one, 10.f, 20.f);
auto entity_two = world.create_entity();
entity_two.assign_component<position_component>(4.f, 2.f);
entity_two.assign_component<velocity_component>(10.f, 20.f);
world.process_systems();
```
## API

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@@ -699,3 +699,62 @@ TEST_CASE("registry") {
}
}
}
TEST_CASE("example") {
struct position_component {
float x{0};
float y{0};
position_component(float nx, float ny)
: x(nx), y(ny) {}
};
struct velocity_component {
float dx{0};
float dy{0};
velocity_component(float ndx, float ndy)
: dx(ndx), dy(ndy) {}
};
class movement_system : public ecs_hpp::system {
public:
void process(ecs_hpp::registry& owner) override {
owner.for_joined_components<
position_component,
velocity_component
>([](const ecs_hpp::entity& e, position_component& p, const velocity_component& v) {
p.x += v.dx;
p.y += v.dy;
});
}
};
class gravity_system : public ecs_hpp::system {
public:
gravity_system(float gravity)
: gravity_(gravity) {}
void process(ecs_hpp::registry& owner) override {
owner.for_each_component<
velocity_component
>([this](const ecs_hpp::entity& e, velocity_component& v) {
v.dx += gravity_;
v.dy += gravity_;
});
}
private:
float gravity_;
};
ecs_hpp::registry world;
world.add_system<movement_system>();
auto entity_one = world.create_entity();
world.assign_component<position_component>(entity_one, 4.f, 2.f);
world.assign_component<velocity_component>(entity_one, 10.f, 20.f);
auto entity_two = world.create_entity();
entity_two.assign_component<position_component>(4.f, 2.f);
entity_two.assign_component<velocity_component>(10.f, 20.f);
world.process_systems();
}