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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 174a673..bfbdfc1 100644
--- a/README.md
+++ b/README.md
@@ -143,8 +143,8 @@ 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++
-Position::Handle position;
-Direction::Handle direction;
+ComponentHandle<Position> position;
+ComponentHandle<Direction> direction;
for (Entity entity : entities.entities_with_components(position, direction)) {
// Do things with entity, position and direction.
}
@@ -153,7 +153,7 @@ for (Entity entity : entities.entities_with_components(position, direction)) {
To retrieve a component associated with an entity use ``entityx::Entity::component<C>()``:
```c++
-Position::Handle position = entity.component<Position>();
+ComponentHandle<Position> position = entity.component<Position>();
if (position) {
// Do stuff with position
}
@@ -186,8 +186,8 @@ 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, TimeDelta dt) override {
- Position::Handle position;
- Direction::Handle direction;
+ ComponentHandle<Position> position;
+ ComponentHandle<Direction> direction;
for (Entity entity : es.entities_with_components(position, direction)) {
position->x += direction->x * dt;
position->y += direction->y * dt;
@@ -223,7 +223,7 @@ 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, TimeDelta dt) override {
- Position::Handle left_position, right_position;
+ ComponentHandle<Position> 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)) {