44 lines
1.1 KiB
C++
44 lines
1.1 KiB
C++
#include <pipeline.h>
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#include <iostream>
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struct Position {
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double x, y;
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};
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struct Velocity {
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double x, y;
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};
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int main(int, char *[]) {
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flecs::world ecs;
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// Create a system for moving an entity
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ecs.system<Position, const Velocity>()
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.kind(flecs::OnUpdate) // A phase orders a system in a pipeline
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.each([](Position& p, const Velocity& v) {
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p.x += v.x;
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p.y += v.y;
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});
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// Create a system for printing the entity position
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ecs.system<const Position>()
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.kind(flecs::PostUpdate)
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.each([](flecs::entity e, const Position& p) {
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std::cout << e.name() << ": {" << p.x << ", " << p.y << "}\n";
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});
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// Create a few test entities for a Position, Velocity query
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ecs.entity("e1")
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.set<Position>({10, 20})
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.set<Velocity>({1, 2});
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ecs.entity("e2")
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.set<Position>({10, 20})
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.set<Velocity>({3, 4});
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// Run the default pipeline. This will run all systems ordered by their
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// phase. Systems within the same phase are ran in declaration order. This
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// function is usually called in a loop.
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ecs.progress();
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}
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