Copy zflecs
folder to a libs
subdirectory of the root of your project.
Then in your build.zig
add:
const std = @import("std");
const zflecs = @import("libs/zflecs/build.zig");
pub fn build(b: *std.Build) void {
...
const optimize = b.standardOptimizeOption(.{});
const target = b.standardTargetOptions(.{});
const zflecs_pkg = zflecs.package(b, target, optimize, .{});
zflecs_pkg.link(exe);
}
Now in your code you may import and use zflecs
:
const std = @import("std");
const ecs = @import("zflecs");
const Position = struct { x: f32, y: f32 };
const Velocity = struct { x: f32, y: f32 };
const Eats = struct {};
const Apples = struct {};
fn move(it: *ecs.iter_t) callconv(.C) void {
const p = ecs.field(it, Position, 1).?;
const v = ecs.field(it, Velocity, 2).?;
const type_str = ecs.table_str(it.world, it.table).?;
std.debug.print("Move entities with [{s}]\n", .{type_str});
defer ecs.os.free(type_str);
for (0..it.count()) |i| {
p[i].x += v[i].x;
p[i].y += v[i].y;
}
}
pub fn main() !void {
const world = ecs.init();
defer _ = ecs.fini(world);
ecs.COMPONENT(world, Position);
ecs.COMPONENT(world, Velocity);
ecs.TAG(world, Eats);
ecs.TAG(world, Apples);
{
var system_desc = ecs.system_desc_t{};
system_desc.callback = move;
system_desc.query.filter.terms[0] = .{ .id = ecs.id(Position) };
system_desc.query.filter.terms[1] = .{ .id = ecs.id(Velocity) };
ecs.SYSTEM(world, "move system", ecs.OnUpdate, &system_desc);
}
const bob = ecs.new_entity(world, "Bob");
_ = ecs.set(world, bob, Position, .{ .x = 0, .y = 0 });
_ = ecs.set(world, bob, Velocity, .{ .x = 1, .y = 2 });
ecs.add_pair(world, bob, ecs.id(Eats), ecs.id(Apples));
_ = ecs.progress(world, 0);
_ = ecs.progress(world, 0);
const p = ecs.get(world, bob, Position).?;
std.debug.print("Bob's position is ({d}, {d})\n", .{ p.x, p.y });
}
zig build run
should result in:
Move entities with [main.Position, main.Velocity, (Identifier,Name), (main.Eats,main.Apples)]
Move entities with [main.Position, main.Velocity, (Identifier,Name), (main.Eats,main.Apples)]
Bob's position is (2, 4)