Jump to content
  • Advertisement
Sign in to follow this  
RDragon1

component GameObject mechanism

This topic is 4953 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi guys, I came up with the following mechanism last night. I figured I would put it out here for whoever wants to use it. The design idea was to have everything stored as code - as in, all game objects compiled in C++ code, not script. If someone out there finds a use for this - great! Good luck.
#include<iostream>
using std::cout;
using std::endl;


template< typename _Ct>
class IComponent
{
public:
	virtual _Ct* GetComponent() { return 0; }
};

namespace Component
{
	class Lock : public virtual IComponent< Lock>
	{
		Lock* GetComponent() { return this; }

	public:
		bool locked;

	};

	class Open : public virtual IComponent< Open>
	{
		Open* GetComponent() { return this; }

	public:
		bool open;
	};
}


class GameObject :
	//note - GameObject must inherit from all templated component types, as such:
	private virtual IComponent< Component::Lock>,
	private virtual IComponent< Component::Open>
{
public:
	template< typename CompType> CompType* Get() { return static_cast< IComponent< CompType>*>( this )->GetComponent(); }

};


//these would be actual game objects
class Door: public GameObject, public Component::Open
{
};


class Chest: public GameObject, public Component::Lock, public Component::Open
{
};


int main()
{
	using Component::Lock;
	using Component::Open;


	GameObject* door = new Door;
	GameObject* chest = new Chest;


	Lock* chest_lock = chest->Get< Component::Lock>();
	Open* chest_open = chest->Get< Component::Open>();

	if( chest_lock )
	{
		cout << "Yep.\n";
		chest_lock->locked = true;
	}
	else cout << "Nope.\n";

	if( chest_open )
	{
		cout << "Yep.\n";
		chest_open->open = true;
	}
	else cout << "Nope.\n";


	Lock* door_lock = door->Get< Component::Lock>();
	Open* door_open = door->Get< Component::Open>();

	if( door_lock )
	{
		cout << "Yep.\n";
		door_lock->locked = true;
	}
	else cout << "Nope.\n";

	if( door_open )
	{
		cout << "Yep.\n";
		door_open->open = true;
	}
	else cout << "Nope.\n";



	delete chest;
	delete door;
}

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!