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authorJuan J. Martinez <jjm@usebox.net>2022-07-18 12:58:44 +0100
committerJuan J. Martinez <jjm@usebox.net>2022-07-18 12:58:44 +0100
commit06e89cbc5035de86351477828e4c22468d98a4a0 (patch)
tree5c81f41b49087a8dcf0e08588f1076a9ffe5460b /examples/entities.micro
parent80768470741afed68e871b2198ac6fcbbfcb9eb7 (diff)
downloadmicro-lang-06e89cbc5035de86351477828e4c22468d98a4a0.tar.gz
micro-lang-06e89cbc5035de86351477828e4c22468d98a4a0.zip
One more example with structs
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+//
+// Example of an entity system
+//
+
+const MAX_ENTS number = 10;
+
+const UNUSED number = 0;
+const QUEUED number = 1;
+const ACTIVE number = 2;
+
+const PLAYER number = 0;
+const ENEMY number = 1;
+const ITEM number = 2;
+
+def Entity {
+ var id number;
+
+ var used number;
+ var type number;
+ var x number;
+ var y number;
+ var frame number;
+ var delay number;
+
+ var lives number;
+ var score number;
+
+ def update() {
+ println("updating player");
+ }
+
+ def erase() {
+ println(id, " -> erase x:", x, " y:", y, " f:", frame);
+ }
+
+ def draw() {
+ println(id, " -> read bg x:", x, " y:", y);
+
+ println(id, " -> blit x:", x, " y:", y, " f:", frame);
+ }
+
+ def destroy() {
+ used = UNUSED;
+ }
+
+ def test(other Entity) bool {
+ // TODO
+ return false;
+ }
+
+ def enemyUpdate() {
+ println(id, " -> updating enemy ", used);
+ }
+
+ def enemy() {
+ type = ENEMY;
+ update = enemyUpdate;
+ }
+}
+
+def Game {
+ var ents [10]Entity;
+ var next number;
+
+ def spawn(x number, y number) Entity {
+ var start number = next;
+ for {
+ if !ents[next].used {
+ ents[next].used = QUEUED;
+ ents[next].x = x;
+ ents[next].y = y;
+ ents[next].frame = 0;
+ ents[next].delay = 0;
+ ents[next].id = next;
+ return ents[next];
+ }
+ next = (next + 1) % MAX_ENTS;
+ if next == start {
+ panic("out of ents :(");
+ }
+ }
+ }
+
+ var player Entity = spawn(1, 1);
+
+ def erase() {
+ for e in ents {
+ if e.used == ACTIVE {
+ e.erase();
+ }
+ }
+ }
+
+ def draw() {
+ for e in ents {
+ if e.used == ACTIVE {
+ e.draw();
+ }
+ }
+ }
+
+ def update() {
+ for e in ents {
+ if e.used == ACTIVE {
+ e.update();
+ if e.type != PLAYER && e.test(player) {
+ if e.type == ENEMY {
+ player.lives = player.lives - 1;
+ continue;
+ }
+ if e.type == ITEM {
+ player.score = player.score + 10;
+ e.destroy();
+ continue;
+ }
+ }
+ continue;
+ }
+ if e.used == QUEUED {
+ e.used = ACTIVE;
+ }
+ }
+ }
+
+ def run() {
+ var loops number;
+ for loops < 10 {
+ erase();
+ update();
+ draw();
+
+ // buffer SWAP
+
+ if player.lives == 0 {
+ println("game over");
+ break;
+ }
+
+ loops = loops + 1;
+ }
+
+ if loops == 10 {
+ println("out of rounds");
+ }
+ }
+}
+
+var game Game;
+game.player.lives = 10;
+
+game.spawn(1, 2).enemy();
+game.spawn(2, 2).enemy();
+game.spawn(2, 2).enemy();
+game.spawn(2, 2).enemy();
+
+game.run();