Kult is a lightweight entity/component/system library (C++11).
#include <iostream>
#include "kult.hpp"
// custom type
struct vec2 {
float x, y;
template<typename T> friend T&operator<<( T &os, const vec2 &self ) {
return os << "(x:" << self.x << ",y:" << self.y << ")", os;
}
};
// entities
kult::entity player, enemy;
// components
kult::component<'name', std::string> name;
kult::component<'desc', std::string> description;
kult::component<'pos2', vec2> position;
kult::component<'vel2', vec2> velocity;
// systems
kult::system<float> movement = [&]( float dt ) {
for( auto &entity : kult::join( position, velocity ) ) {
entity[ position ].x += entity[ velocity ].x * dt;
entity[ position ].y += entity[ velocity ].y * dt;
}
};
// app
int main(int argc, const char **argv) {
// assign properties dynamically
player[ name ] = "player #1";
player[ position ] = { 0, 0 };
player[ velocity ] = { 2, 4 };
player[ description ] = "this is our warrior";
enemy[ name ] = "orc #1";
enemy[ position ] = { 0, 0 };
// simulate 100 frames
for( int i = 0; i < 100; ++i ) {
movement( 1/60.f );
}
// print status
std::cout << player.dump() << std::endl;
std::cout << enemy.dump() << std::endl;
// purge entities
player.purge();
enemy.purge();
// print status
std::cout << player.dump() << std::endl;
std::cout << enemy.dump() << std::endl;
return 0;
}
{ name: player #1,
desc: this is our warrior,
pos2: (x:3.33333,y:6.66666),
vel2: (x:2,y:4),
}
{ name: orc #1,
pos2: (x:0,y:0),
}
{}
{}