update examples
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@@ -30,7 +30,7 @@ app: ecs.App
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you can run your app with `run()`. run takes a reference to your app to run it's systems.
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``` odin
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```odin
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main :: proc() {
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ecs.run(&app)
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}
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@@ -103,8 +103,10 @@ since components are saved in storage next to their entity, you can loop through
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```odin
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main :: proc() {
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for entity_id, component in ecs.slice(&Example) {
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//...
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components := ecs.slice(&Example)
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entities := ecs.slice_entity(&Example)
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for v, i in components {
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e := entities[i] // get entity that owns the component
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}
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}
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```
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@@ -113,7 +115,7 @@ or if you know your storage only has one entry use `single()`
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```odin
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main :: proc() {
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entity_id, component := ecs.single(&Example)
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component, entity_id := ecs.single(&Example)
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}
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```
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### plugins
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@@ -1,6 +1,5 @@
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package main
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import "core:fmt"
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import "core:math/rand"
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import "core:strconv"
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import "core:strings"
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@@ -9,7 +8,7 @@ import rl "vendor:raylib"
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app: ecs.App
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ball_count: int = 1000
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ball_count: int = 10000
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BallComponent :: struct {
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radius: f32,
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speed: f32,
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@@ -27,18 +26,14 @@ main :: proc() {
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}
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setup_window :: proc() {
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_, window := ecs.single(&ecs.Window)
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window, _ := ecs.single(&ecs.Window)
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window.background = rl.BLACK
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}
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spawn_balls :: proc() {
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for i in 0 ..< ball_count {
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ball := ecs.spawn_entity(&app)
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ecs.add_component(
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ball,
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&Ball,
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BallComponent{radius = 10, speed = rand.float32_range(4, 6)},
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)
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ecs.add_component(ball, &Ball, BallComponent{radius = 5, speed = rand.float32_range(4, 6)})
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ecs.add_component(
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ball,
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&ecs.Transform,
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@@ -51,10 +46,12 @@ spawn_balls :: proc() {
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}
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update_balls :: proc() {
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_, window := ecs.single(&ecs.Window)
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window, _ := ecs.single(&ecs.Window)
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for entity, ball in ecs.slice(&Ball) {
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transform := ecs.get_component(entity, &ecs.Transform)
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balls := ecs.slice(&Ball)
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entities := ecs.slice_entity(&Ball)
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for ball, i in balls {
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transform := ecs.get_component(entities[i], &ecs.Transform)
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pos := transform.translation
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if pos.x <= 0 || pos.x >= f32(window.width) || pos.y <= 0 || pos.y >= f32(window.height) {
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@@ -63,13 +60,14 @@ update_balls :: proc() {
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dir := rl.Vector2Rotate(rl.Vector2{0, ball.speed}, transform.rotation)
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transform.translation += dir
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fmt.println(transform.rotation)
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}
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}
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draw_balls :: proc() {
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for entity, ball in ecs.slice(&Ball) {
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transform := ecs.get_component(entity, &ecs.Transform)
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balls := ecs.slice(&Ball)
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entities := ecs.slice_entity(&Ball)
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for ball, i in balls {
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transform := ecs.get_component(entities[i], &ecs.Transform)
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rl.DrawCircle(
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i32(transform.translation.x),
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i32(transform.translation.y),
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@@ -80,7 +78,9 @@ draw_balls :: proc() {
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}
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show_framerate :: proc() {
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buf: [19]byte
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framerate := strconv.write_int(buf[:], i64(1 / rl.GetFrameTime()), 10)
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fps_buf: [19]byte
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framerate := strconv.write_int(fps_buf[:], i64(1 / rl.GetFrameTime()), 10)
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rl.DrawText(strings.clone_to_cstring(framerate), 0, 0, 24, rl.WHITE)
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rl.DrawText(" fps", 0, 0, 24, rl.WHITE)
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rl.DrawText("10000 balls", 0, 24, 24, rl.WHITE)
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}
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