#include #include /* Prefabs can inherit from each other, which creates prefab variants. With * variants applications can reuse a commmon set of components and specialize it * by adding or overriding components on the variant. */ typedef struct { double value; } Attack; typedef struct { double value; } Defense; typedef struct { double value; } FreightCapacity; typedef struct { double value; } ImpulseSpeed; typedef struct { double x; double y; } Position; int main(int argc, char *argv[]) { ecs_world_t *ecs = ecs_init_w_args(argc, argv); ECS_COMPONENT(ecs, Position); ECS_COMPONENT(ecs, Attack); ECS_COMPONENT(ecs, Defense); ECS_COMPONENT(ecs, FreightCapacity); ECS_COMPONENT(ecs, ImpulseSpeed); // Create a base prefab for SpaceShips. ecs_entity_t SpaceShip = ecs_new_prefab(ecs, "SpaceShip"); ecs_set(ecs, SpaceShip, ImpulseSpeed, {50}); ecs_set(ecs, SpaceShip, Defense, {25}); // Create a Freighter variant which inherits from SpaceShip ecs_entity_t Freighter = ecs_new_prefab(ecs, "Freighter"); ecs_add_pair(ecs, Freighter, EcsIsA, SpaceShip); ecs_set(ecs, Freighter, FreightCapacity, {100}); ecs_set(ecs, Freighter, Defense, {50}); // Create a MammothFreighter variant which inherits from Freighter ecs_entity_t MammothFreighter = ecs_new_prefab(ecs, "MammothFreighter"); ecs_add_pair(ecs, MammothFreighter, EcsIsA, Freighter); ecs_set(ecs, MammothFreighter, FreightCapacity, {500}); // Create a Frigate variant which inherits from SpaceShip ecs_entity_t Frigate = ecs_new_prefab(ecs, "Frigate"); ecs_add_pair(ecs, Frigate, EcsIsA, SpaceShip); ecs_set(ecs, Frigate, Attack, {100}); ecs_set(ecs, Frigate, Defense, {75}); ecs_set(ecs, Frigate, ImpulseSpeed, {125}); // Create an instance of the MammothFreighter. This entity will inherit the // ImpulseSpeed from SpaceShip, Defense from Freighter and FreightCapacity // from MammothFreighter. ecs_entity_t inst = ecs_new_entity(ecs, "my_freighter"); ecs_add_pair(ecs, inst, EcsIsA, MammothFreighter); // Add a private Position component. ecs_set(ecs, inst, Position, {10, 20}); // Instances can override inherited components to give them a private copy // of the component. This freighter got an armor upgrade: ecs_set(ecs, inst, Defense, {100}); // Queries can match components from multiple levels of inheritance ecs_query_t *q = ecs_query(ecs, { .filter.terms = { { .id = ecs_id(Position) }, { .id = ecs_id(ImpulseSpeed) }, { .id = ecs_id(Defense) }, { .id = ecs_id(FreightCapacity) } } }); ecs_iter_t it = ecs_query_iter(ecs, q); while (ecs_query_next(&it)) { Position *p = ecs_field(&it, Position, 1); ImpulseSpeed *s = ecs_field(&it, ImpulseSpeed, 2); Defense *d = ecs_field(&it, Defense, 3); FreightCapacity *c = ecs_field(&it, FreightCapacity, 4); for (int i = 0; i < it.count; i ++) { printf("%s:\n", ecs_get_name(ecs, it.entities[i])); printf(" - position: %f, %f\n", p[i].x, p[i].y); printf(" - impulse speed: %f\n", s[i].value); printf(" - defense: %f\n", d[i].value); printf(" - capacity: %f\n", c[i].value); } } // Note that when matching tables with shared components, entities are // returned one by one. See the queries/instancing example for more details. // Output: // my_freighter: // - position: 10.000000, 20.000000 // - impulse speed: 50.000000 // - defense: 100.000000 // - capacity: 500.000000 return ecs_fini(ecs); }