Files
PixelDefense/engine/libs/flecs/examples/cpp/entities/basics/src/main.cpp

54 lines
1.5 KiB
C++

#include <basics.h>
#include <iostream>
struct Position {
double x, y;
};
struct Walking { };
int main(int, char *[]) {
flecs::world ecs;
// Create an entity with name Bob
flecs::entity bob = ecs.entity("Bob")
// The set operation finds or creates a component, and sets it.
// Components are automatically registered with the world.
.set<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.
.add<Walking>();
// Get the value for the Position component
const Position* ptr = bob.get<Position>();
std::cout << "{" << ptr->x << ", " << ptr->y << "}" << "\n";
// Overwrite the value of the Position component
bob.set<Position>({20, 30});
// Create another named entity
flecs::entity alice = ecs.entity("Alice")
.set<Position>({10, 20});
// Add a tag after entity is created
alice.add<Walking>();
// Print all of the components the entity has. This will output:
// Position, Walking, (Identifier,Name)
std::cout << "[" << alice.type().str() << "]" << "\n";
// Remove tag
alice.remove<Walking>();
// Iterate all entities with Position
ecs.each([](flecs::entity e, Position& p) {
std::cout << e.name() << ": {" << p.x << ", " << p.y << "}" << "\n";
});
// Output
// {10, 20}
// [Position, Walking, (Identifier,Name)]
// Alice: {10, 20}
// Bob: {20, 30}
}