mirror of
https://github.com/enduro2d/enduro2d-bootstrap.git
synced 2025-12-13 03:31:18 +07:00
fix main after update
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@@ -9,10 +9,13 @@ using namespace e2d;
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namespace
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{
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class game_system final : public ecs::system {
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class game_system final : public systems::update_system {
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public:
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void process(ecs::registry& owner) override {
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E2D_UNUSED(owner);
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void process(
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ecs::registry& owner,
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const systems::update_event& event) override
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{
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E2D_UNUSED(owner, event);
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const keyboard& k = the<input>().keyboard();
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if ( k.is_key_just_released(keyboard_key::f12) ) {
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@@ -32,14 +35,36 @@ namespace
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class game final : public starter::application {
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public:
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bool initialize() final {
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ecs::registry_filler(the<world>().registry())
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.system<game_system>(world::priority_update);
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{
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ecs::registry_filler(the<world>().registry())
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.feature<struct game_feature>(ecs::feature()
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.add_system<game_system>());
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}
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{
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prefab scene_prefab;
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scene_prefab.prototype()
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.component<named>(named()
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.name("scene"))
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.component<scene>();
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prefab camera_prefab;
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camera_prefab.prototype()
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.component<named>(named()
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.name("camera"))
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.component<camera>(camera()
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.background({1.f, 0.4f, 0.f, 1.f}))
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.component<camera::gizmos>();
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gobject scene_go = the<world>().instantiate(scene_prefab);
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gobject camera_go = the<world>().instantiate(camera_prefab);
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node_iptr scene_node = scene_go.component<actor>()->node();
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node_iptr camera_node = camera_go.component<actor>()->node();
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scene_node->add_child(camera_node);
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}
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const gobject_iptr camera_i = the<world>().instantiate();
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camera_i->entity_filler()
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.component<camera>(camera()
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.background({1.f, 0.4f, 0.f, 1.f}))
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.component<actor>(node::create(camera_i));
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return true;
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}
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};
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