Improve README example

main
copygirl 9 months ago
parent 248f0af204
commit e3ce7b52f2
  1. 27
      README.md

@ -11,6 +11,7 @@ This library is still very much work-in-progress and not ready for use. It's ava
```zig ```zig
const std = @import("std"); const std = @import("std");
const flecs = @import("flecs-zig-ble"); const flecs = @import("flecs-zig-ble");
const Context = flecs.Context(void); const Context = flecs.Context(void);
const World = Context.World; const World = Context.World;
@ -26,25 +27,35 @@ pub fn main() !void {
const world = try World.init(); const world = try World.init();
defer world.deinit(); defer world.deinit();
// Register components.
_ = try world.component(Position); _ = try world.component(Position);
_ = try world.component(Velocity); _ = try world.component(Velocity);
_ = try world.system("Move", move, flecs.c.EcsOnUpdate, "Position, Velocity"); // Register a system that moves any entity that has a `Position` by `Velocity` each update.
_ = try world.system("Move", move, flecs.c.EcsOnUpdate, "Position, [in] Velocity");
const e = world.entity(); // Create an entity with both `Position` and `Velocity` already pre-added.
const e = try world.entity(.{ .name = "Wroom" }, .{ Position, Velocity });
// However the components aren't initialized, so do that here:
e.set(Position, .{ .x = 10, .y = 20 }); e.set(Position, .{ .x = 10, .y = 20 });
e.set(Velocity, .{ .x = 1, .y = 2 }); e.set(Velocity, .{ .x = 1, .y = 2 });
// Progress the world, updating it forever.
while (world.progress(0.0)) { } while (world.progress(0.0)) { }
} }
fn move(it: Iter) void { fn move(it: Iter) void {
const pos_field = it.field(Position, 1); // Entities that share components are stored in the same table.
const vel_field = it.field(Velocity, 2); // This function will be called for each table that matches the query.
// With `field` we can grab a column from this table as a typed slice.
for (pos_field, vel_field) |*p, v| { const pos_col = it.field(Position, 1);
p.x += v.x; const vel_col = it.field(Velocity, 2);
p.y += v.y;
// Both columns have the same size, so we can iterate them at the same time.
// Since we want to modify `Position` we can get a pointer to the element.
for (pos_col, vel_col) |*pos, vel| {
pos.x += vel.x * it.deltaTime();
pos.y += vel.y * it.deltaTime();
} }
} }
``` ```

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