void updateFleeAI(double dt, Entity<EntityManagerTypes...> &entity) { auto &transform = entity.template getComponent<TransformComponent>(); auto &aiComponent = entity.template getComponent<EnemyAIComponent>(); auto &playerEntity = entityManagerRef->getEntity(aiComponent.playerId); auto &playerTransform = playerEntity.template getComponent<TransformComponent>(); }
int main (int argc, const char * argv[]) { string gameName = "Lazy Crab"; float currentFPS = 0; // Create the main window sf::VideoMode DesktopMode = sf::VideoMode::getDesktopMode(); sf::RenderWindow* window = new sf::RenderWindow(sf::VideoMode(DesktopMode.width/2, DesktopMode.height/2,DesktopMode.bitsPerPixel), gameName); window->setVerticalSyncEnabled(true); // Load a sprite to display sf::Texture texture; if (!texture.loadFromFile(resourcePath() + "images/cute_image.jpg")) return EXIT_FAILURE; sf::Sprite sprite(texture); // Create a graphical text to display sf::Font font; if (!font.loadFromFile(resourcePath() + "fonts/sansation.ttf")) return EXIT_FAILURE; sf::Text text("Hello SFML", font, 50); text.setColor(sf::Color::Black); // Load a music to play sf::Music music; if (!music.openFromFile(resourcePath() + "music/fairy_road.ogg")) return EXIT_FAILURE; sf::Clock frameTimer; sf::Time deltaTime; // Generates the World b2Vec2 gravity(0, -9.8); b2World* world = new b2World(gravity); GameContainer* gc = new GameContainer(window, world); EntityManager* em = new EntityManager(); Entity* player = em->addEntity(new Entity(gc, "player")); player->setPosition(8, 0); player->addComponent(new BodyComponent(gc, 0.6f, 1.8f, true)); player->addComponent(new WireboxRenderComponent("wirebox")); float windowRatio = (float)gc->getWindow()->getSize().y / (float)gc->getWindow()->getSize().x; Entity* camera = em->addEntity(new Entity(gc, "camera")); camera->setPosition(100, 10); camera->addComponent(new CameraComponent(gc, player, 30, 30*windowRatio)); Entity* terrain = em->addEntity(new Entity(gc, "terrain")); terrain->setPosition(0, -10); terrain->addComponent(new WirechainRenderComponent(6)); terrain->addComponent(new TerrainComponent(gc, "gameTerrain", 6)); ((TerrainComponent*) terrain->getComponent("gameTerrain"))->addPoint(0, 5, 0); ((TerrainComponent*) terrain->getComponent("gameTerrain"))->addPoint(1, 20, 5); ((TerrainComponent*) terrain->getComponent("gameTerrain"))->addPoint(2, 30, -2); ((TerrainComponent*) terrain->getComponent("gameTerrain"))->addPoint(3, 50, 10); ((TerrainComponent*) terrain->getComponent("gameTerrain"))->addPoint(4, 80, 5); ((TerrainComponent*) terrain->getComponent("gameTerrain"))->addPoint(5, 100, 15); ((TerrainComponent*) terrain->getComponent("gameTerrain"))->generate(); Entity* options = em->addEntity(new Entity(gc, "options")); options->addComponent(new OptionComponent("controls", "moveLeft", "A")); options->addComponent(new OptionComponent("controls", "moveLeft_alt", "arrow_left")); options->addComponent(new OptionComponent("controls", "moveRight", "D")); options->addComponent(new OptionComponent("controls", "moveRight_alt", "arrow_right")); //ControlManager::player(player); // Play the music music.play(); // Start the game loop while (window->isOpen()) { // Process events sf::Event event; while (window->pollEvent(event)) { // Close window : exit if (event.type == sf::Event::Closed) window->close(); // Escape pressed : exit if (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Escape) window->close(); } currentFPS = 1000 / (gc->getDelta().asMicroseconds() / 1000.0f); // Clear screen gc->getWindow()->clear(); em->updateRender(); em->getNearbyEntities(em->getEntity("player"), 2); gc->getWorld()->Step(1/currentFPS, 8, 3); gc->getWindow()->setView(gc->view); // Update the window gc->getWindow()->display(); gc->setDelta(frameTimer.restart()); } return EXIT_SUCCESS; }
int main (int argc, const char * argv[]) { string gameName = "Lazy Crab"; float currentFPS = 0; // Create the main window sf::VideoMode DesktopMode = sf::VideoMode::getDesktopMode(); sf::RenderWindow* window = new sf::RenderWindow(sf::VideoMode(DesktopMode.width/2, DesktopMode.height/2,DesktopMode.bitsPerPixel), gameName); sf::Clock frameTimer; // Generates the World b2Vec2 gravity(0, -9.8); b2World* world = new b2World(gravity); GameContainer* gc = new GameContainer(window, world); EntityManager* em = new EntityManager(); Entity* player = em->addEntity(new Entity(gc, "player")); player->setPosition(8, 30); player->addComponent(new BodyComponent(gc, 0.6f, 1.8f, true)); player->addComponent(new WireboxRenderComponent("wirebox")); float windowRatio = (float)gc->getWindow()->getSize().y / (float)gc->getWindow()->getSize().x; Entity* camera = em->addEntity(new Entity(gc, "camera")); camera->setPosition(100, 10); camera->addComponent(new CameraComponent(gc, player, 30, 30*windowRatio)); Entity* terrain = em->addEntity(new Entity(gc, "terrain")); terrain->setPosition(0, 0); terrain->addComponent(new WirechainRenderComponent(5)); terrain->addComponent(new TerrainComponent(gc, "gameTerrain", 5)); /*for(int i = 0; i != coords.size(); i++) { ((TerrainComponent*) terrain->getComponent("gameTerrain"))->addPoint(i, coords[i].x, coords[i].y); }*/ ((TerrainComponent*) terrain->getComponent("gameTerrain"))->addPoint(0, 0, 5); ((TerrainComponent*) terrain->getComponent("gameTerrain"))->addPoint(1, 30, -2); ((TerrainComponent*) terrain->getComponent("gameTerrain"))->addPoint(2, 50, 10); ((TerrainComponent*) terrain->getComponent("gameTerrain"))->addPoint(3, 80, 5); ((TerrainComponent*) terrain->getComponent("gameTerrain"))->addPoint(4, 100, 15); ((TerrainComponent*) terrain->getComponent("gameTerrain"))->generate(); Entity* options = em->addEntity(new Entity(gc, "options")); options->addComponent(new OptionComponent("controls", "moveLeft", "A")); options->addComponent(new OptionComponent("controls", "moveLeft_alt", "arrow_left")); options->addComponent(new OptionComponent("controls", "moveRight", "D")); options->addComponent(new OptionComponent("controls", "moveRight_alt", "arrow_right")); //ControlManager::player(player); // Start the game loop while (window->isOpen()) { // Process events sf::Event event; while (window->pollEvent(event)) { // Close window : exit if (event.type == sf::Event::Closed) window->close(); // Escape pressed : exit if (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Escape) window->close(); } currentFPS = 1000 / (gc->getDelta().asMicroseconds() / 1000.0f); // Clear screen gc->getWindow()->clear(); em->updateRender(); em->getNearbyEntities(em->getEntity("player"), 2); gc->getWorld()->Step(1/currentFPS, 8, 3); gc->getWindow()->setView(gc->view); // Update the window gc->getWindow()->display(); gc->setDelta(frameTimer.restart()); } return EXIT_SUCCESS; }
using namespace tetra; using namespace tetra::meta; using namespace tetra::framework; SCENARIO( "Using an EntityManager to manage a set of entities", "[EntityManager]" ) { GIVEN( "An empty EntityManager" ) { EntityManager entityManager{}; THEN( "We should be able to create a new Entity" ) { auto id = entityManager.createEntity(); Entity& entity = entityManager.getEntity( id ); } THEN( "Attempting to access an entity which does not exist " "should throw an EntityDoesNotExistException" ) { REQUIRE_THROWS_AS( entityManager.getEntity( 5 ), EntityDoesNotExistException ); } THEN( "We should be able to get a list of all existing entities " "and access them" ) { auto id1 = entityManager.createEntity(); auto id2 = entityManager.createEntity(); auto entityList = entityManager.getAllEntities();