Created
June 9, 2020 02:07
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struct BulletCount { | |
int32_t count; | |
}; | |
struct Damage { | |
float value; | |
}; | |
int main(int argc, char * argv[]) { | |
flecs::world world(argc, argv); | |
// Declare components | |
flecs::component<BulletCount>(world, "BulletCount"); | |
flecs::component<Damage>(world, "Damage"); | |
// System that assigns random value to Damage upon | |
// adding the Damage component | |
flecs::system<Damage>(world) | |
.kind(flecs::OnAdd) | |
.each([](flecs::entity e, Damage &dmg) { | |
dmg.value = ((float)rand() / (float)RAND_MAX) * 3 + 20; | |
}); | |
// Gun template with bullet count of 6 | |
auto Gun = flecs::prefab(world, "Gun") | |
.set<BulletCount>({6}); | |
// The fun part: create a reusable type that | |
// contains both the gun and the damage component. | |
// Each gun created with this type will have | |
// 6 bullets and a random damage value | |
auto RandomDmgGun = flecs::type(world, "RandomDmgGun") | |
.add_instanceof(Gun) | |
.add<Damage>(); | |
// Instantiate the random gun type | |
auto my_gun = flecs::entity(world) | |
.add(RandomDmgGun); | |
// Outputs 6 | |
BulletCount* bullets = my_gun.get_ptr<BulletCount>(); | |
std::cout << bullets->count << std::endl; | |
// Outputs random value | |
Damage* damage = my_gun.get_ptr<Damage>(); | |
std::cout << damage->value << std::endl; | |
return 0; | |
} |
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