Entityx usage and fixed release types

This commit is contained in:
Julian Nießner
2018-05-28 20:20:29 +02:00
parent fc1d615f91
commit 247eda236d
14 changed files with 142 additions and 19 deletions

View File

@@ -1,5 +1,10 @@
#include "GameScreen.h"
#include <entityx/entityx.h>
#include "../entities/components/Position.h"
#include "../entities/components/Direction.h"
#include "../entities/components/Renderable.h"
#include "../entities/MovementSystem.h"
#include "../entities/RenderSystem.h"
#include <SDL.h>
#include <iostream>
@@ -26,9 +31,14 @@ GameScreen::GameScreen(Renderer *renderer, Assets *assets)
camera = new OrtographicCamera();
//Create Entities
//entityx::EntityX ex;
//entityx::Entity charakter = ex.entities.create();
//charakter.assign<Position>();
entityx::Entity charakter = ex.entities.create();
charakter.assign<Position>();
charakter.assign<Direction>(1.f,0.f); //apply speed right
charakter.assign<Renderable>(obj, "defaultShader");
ex.systems.add<MovementSystem>();
ex.systems.add<RenderSystem>(renderer,camera,assets);
ex.systems.configure();
}
GameScreen::~GameScreen()
@@ -46,16 +56,18 @@ void GameScreen::pause()
{
}
void GameScreen::render()
void GameScreen::render(unsigned int delta)
{
//Drawing
double dt = ((double) delta) * 0.001; //(10^-3) milli
ex.systems.update<RenderSystem>(dt);
/*//Drawing
Shader defaultShader = assets->getShader("defaultShader");
defaultShader.SetMatrix4("MVP", camera->getCombinedMatrix(), true);
//Draw Mesh
renderer->draw(*obj, defaultShader);
renderer->draw(*obj, defaultShader);*/
}
void GameScreen::update()
void GameScreen::update(unsigned int delta)
{
SDL_Event event;
while (SDL_PollEvent(&event) != 0)
@@ -66,6 +78,8 @@ void GameScreen::update()
command->execute(*camera);
}
}
double dt = ((double) delta) * 0.001; //(10^-3) milli
ex.systems.update<MovementSystem>(dt);
}
void GameScreen::resize()