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EntityX sprite movement example
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// Compile with: c++ -std=c++11 -lentityx -lsfml-graphics t.cc | |
#include "SFML/Graphics.hpp" | |
#include "entityx/entityx.h" | |
using namespace entityx; | |
struct Movement : public Component<Movement> { | |
sf::Vector2f position, direction; | |
}; | |
struct Sprite : public Component<Sprite> { | |
sf::Sprite sprite; | |
}; | |
struct MovementSystem : public System<MovementSystem> { | |
void update(entityx::EntityManager &es, entityx::EventManager &events, | |
double dt) override { | |
ComponentHandle<Movement> movement; | |
for (Entity entity : es.entities_with_components(movement)) { | |
movement->position += movement->direction; | |
} | |
} | |
}; | |
struct SpriteSystem : public System<SpriteSystem> { | |
void update(entityx::EntityManager &es, entityx::EventManager &events, | |
double dt) override { | |
ComponentHandle<Movement> movement; | |
ComponentHandle<Sprite> sprite; | |
for (Entity entity : es.entities_with_components(movement, sprite)) { | |
// Move the sprite to its new position. | |
sprite->sprite.setPosition(movement->position); | |
// Do any other sprite-related stuff... | |
} | |
} | |
}; | |
struct Level : public EntityX { | |
Level() { | |
systems.add<MovementSystem>(); | |
systems.add<SpriteSystem>(); | |
} | |
void update(double dt) { | |
systems.update<MovementSystem>(dt); | |
systems.update<SpriteSystem>(dt); | |
} | |
}; | |
int main() { | |
Level level; | |
for (int i = 0; i < 100; i++) { | |
level.update(0.1); | |
} | |
} |
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