#include #include #include #include #include class BackgroundLevel : public Core::GameLayer { }; class Level : public Core::GameLayer { public: Level() { Core::EventManager::GetInstance().DebugPrint(); } void Attach() override { } void FrameTick() override { } void TimeTick() override { } bool EventRecieved(Core::GenericEvent& e) override { return false; } void Detach() override { } }; class DebugLayer : public Core::GameLayer { public: DebugLayer() { } void Attach() override { } void FrameTick() override { ImGui::Begin("Debug"); ImGui::End(); } void TimeTick() override { } bool EventRecieved(Core::GenericEvent& e) override { return false; } void Detach() override { } }; class ExampleGame : public Core::App { public: ExampleGame() : App({"Example"}, {"Game with AEON!"}) { // EC::EntityRegistry registry; // // EC::Entity entity1 = registry.Create(); // // std::cout << "1: " << entity1 << std::endl; // // std::vector entities; // // for (int i = 0; i < 100; i++) // { // entities.push_back(registry.Create()); // } // // std::cout << entities[entities.size()] << std::endl; // // for (int i = 0; i < 100; i++) // { // std::cout << "ENtity in vector pos " << i << " " << entities[i] << std::endl; // registry.Destroy(entities[i]); // } // // EC::Entity entity2 = registry.Create(); // std::cout << "2: " << entity2 << std::endl; Level* level = new Level; PushLayer((Core::GameLayer*)level); DebugLayer* debug = new DebugLayer; PushDebugLayer(debug); Run(); delete level; } ~ExampleGame() { } }; int main(int argc, char** argv) { ExampleGame game; return 0; }