/******************************************************************************* * This file is part of the "https://github.com/blackmatov/ecs.hpp" * For conditions of distribution and use, see copyright notice in LICENSE.md * Copyright (C) 2018-2019, by Matvey Cherevko (blackmatov@gmail.com) ******************************************************************************/ #define CATCH_CONFIG_FAST_COMPILE #include #include namespace ecs = ecs_hpp; #include #include TEST_CASE("example") { // events struct update_event { float dt{}; }; struct render_event { std::string camera; }; // components struct movable {}; struct disabled {}; struct sprite { std::string name; }; struct position { float x{}; float y{}; }; struct velocity { float x{}; float y{}; }; // systems class gravity_system : public ecs::system { public: gravity_system(float gravity) : gravity_(gravity) {} void process(ecs::registry& world, const update_event& evt) override { world.for_each_component( [this, &evt](ecs::entity, velocity& vel) { vel.x += gravity_ * evt.dt; vel.y += gravity_ * evt.dt; }, ecs::exists{} && !ecs::exists{}); } private: float gravity_{}; }; class movement_system : public ecs::system { public: void process(ecs::registry& world, const update_event& evt) override { world.for_joined_components( [&evt](ecs::entity, position& pos, const velocity& vel) { pos.x += vel.x * evt.dt; pos.y += vel.y * evt.dt; }, ecs::exists{} && !ecs::exists{}); } }; class render_system : public ecs::system { public: void process(ecs::registry& world, const render_event& evt) override { world.for_joined_components( [&evt](ecs::entity, const sprite& s, const position& p) { std::cout << "Render sprite:" << std::endl; std::cout << "--> pos: " << p.x << "," << p.y << std::endl; std::cout << "--> sprite: " << s.name << std::endl; std::cout << "--> camera: " << evt.camera << std::endl; }, !ecs::exists{}); } }; // world ecs::registry world; struct physics_feature {}; world.assign_feature() .add_system() .add_system(9.8f); struct rendering_feature {}; world.assign_feature() .add_system(); // entities auto entity_one = world.create_entity(); ecs::entity_filler(entity_one) .component() .component("ship") .component(4.f, 2.f) .component(10.f, 20.f); auto entity_two = world.create_entity(); ecs::entity_filler(entity_two) .component() .component("player") .component(4.f, 2.f) .component(10.f, 20.f); // processing world.process_event(update_event{0.1f}); world.process_event(render_event{"main"}); }