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ecs.hpp
Installation
ecs.hpp is a header-only library. All you need to do is copy the headers files from headers directory into your project and include them:
#include "ecs.hpp/ecs.hpp"
Also, you can add the root repository directory to your cmake project:
add_subdirectory(external/ecs.hpp)
target_link_libraries(your_project_target ecs.hpp)
Basic usage
#include <ecs.hpp/ecs.hpp>
namespace ecs = ecs_hpp;
struct movable {};
struct disabled {};
struct position {
float x{};
float y{};
};
struct velocity {
float dx{};
float dy{};
};
class movement_system : public ecs::system {
public:
void process(ecs::registry& owner) override {
owner.for_joined_components<
position,
velocity
>([](ecs::entity, position& p, const velocity& v) {
p.x += v.dx;
p.y += v.dy;
}, ecs::exists<movable>{} && !ecs::exists<disabled>{});
}
};
class gravity_system : public ecs::system {
public:
gravity_system(float gravity)
: gravity_(gravity) {}
void process(ecs::registry& owner) override {
owner.for_each_component<
velocity
>([this](ecs::entity e, velocity& v) {
v.dx += gravity_;
v.dy += gravity_;
}, !ecs::exists<disabled>{});
}
private:
float gravity_{};
};
ecs::registry world;
ecs::registry_filler(world)
.system<movement_system>(0)
.system<gravity_system>(1, 9.8f);
auto entity_one = world.create_entity();
ecs::entity_filler(entity_one)
.component<movable>()
.component<position>(4.f, 2.f)
.component<velocity>(10.f, 20.f);
auto entity_two = world.create_entity();
ecs::entity_filler(entity_two)
.component<movable>()
.component<disabled>()
.component<position>(4.f, 2.f)
.component<velocity>(10.f, 20.f);
world.process_all_systems();
API
coming soon!
License (MIT)
Description
Languages
C++
96.4%
CMake
3.6%