#include #include typedef struct { double x, y; } Position; int main(int argc, char *argv[]) { ecs_world_t *ecs = ecs_init_w_args(argc, argv); ECS_COMPONENT(ecs, Position); ECS_TAG(ecs, Walking); // Create an entity with name Bob ecs_entity_t bob = ecs_set_name(ecs, 0, "Bob"); // The set operation finds or creates a component, and sets it. ecs_set(ecs, bob, Position, {10, 20}); // The add operation adds a component without setting a value. This is // useful for tags, or when adding a component with its default value. ecs_add(ecs, bob, Walking); // Get the value for the Position component const Position *ptr = ecs_get(ecs, bob, Position); printf("{%f, %f}\n", ptr->x, ptr->y); // Overwrite the value of the Position component ecs_set(ecs, bob, Position, {20, 30}); // Create another named entity ecs_entity_t alice = ecs_set_name(ecs, 0, "Alice"); ecs_set(ecs, alice, Position, {10, 20}); ecs_add(ecs, alice, Walking); // Print all the components the entity has. This will output: // Position, Walking, (Identifier,Name) char *str = ecs_type_str(ecs, ecs_get_type(ecs, alice)); printf("[%s]\n", str); ecs_os_free(str); // Remove tag ecs_remove(ecs, alice, Walking); // Iterate all entities with Position ecs_iter_t it = ecs_term_iter(ecs, &(ecs_term_t){ .id = ecs_id(Position) }); while (ecs_term_next(&it)) { Position *p = ecs_field(&it, Position, 1); for (int i = 0; i < it.count; i ++) { printf("%s: {%f, %f}\n", ecs_get_name(ecs, it.entities[i]), p[i].x, p[i].y); } } return ecs_fini(ecs); // Output // {10.000000, 20.000000} // [Position, Walking, (Identifier,Name)] // Alice: {10.000000, 20.000000} // Bob: {20.000000, 30.000000} }