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-rw-r--r--README.md12
1 files changed, 6 insertions, 6 deletions
diff --git a/README.md b/README.md
index 9f8ee62..e6cc70c 100644
--- a/README.md
+++ b/README.md
@@ -118,8 +118,8 @@ entity.assign<Position>(1.0f, 2.0f);
To query all entities with a set of components assigned, use ``entityx::EntityManager::entities_with_components()``. This method will return only those entities that have *all* of the specified components associated with them, assigning each component pointer to the corresponding component instance:
```c++
-ComponentHandle<Position> position;
-ComponentHandle<Direction> direction;
+Position::Handle position;
+Direction::Handle direction;
for (Entity entity : entities.entities_with_components(position, direction)) {
// Do things with entity, position and direction.
}
@@ -128,7 +128,7 @@ for (Entity entity : entities.entities_with_components(position, direction)) {
To retrieve a component associated with an entity use ``entityx::Entity::component<C>()``:
```c++
-ComponentHandle<Position> position = entity.component<Position>();
+Position::Handle position = entity.component<Position>();
if (position) {
// Do stuff with position
}
@@ -161,8 +161,8 @@ A basic movement system might be implemented with something like the following:
```c++
struct MovementSystem : public System<MovementSystem> {
void update(entityx::EntityManager &es, entityx::EventManager &events, double dt) override {
- ComponentHandle<Position> position;
- ComponentHandle<Direction> direction;
+ Position::Handle position;
+ Direction::Handle direction;
for (Entity entity : es.entities_with_components(position, direction)) {
position->x += direction->x * dt;
position->y += direction->y * dt;
@@ -198,7 +198,7 @@ Next we implement our collision system, which emits ``Collision`` objects via an
class CollisionSystem : public System<CollisionSystem> {
public:
void update(entityx::EntityManager &es, entityx::EventManager &events, double dt) override {
- ComponentHandle<Position> left_position, right_position;
+ Position::Handle left_position, right_position;
for (Entity left_entity : es.entities_with_components(left_position)) {
for (Entity right_entity : es.entities_with_components(right_position)) {
if (collide(left_position, right_position)) {