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all the code .. #include <stdio.h> #include "gravity_compiler.h" #include #include #include <raylib.h> Texture2D texBunny; using namespace std; static int ENTITY_INDEX = 0; #define MAX_BUNNIES 50000 / // error callback } class Entity; class MainClass public: }; class GameScript: public MainClass // cout << "GameScript destructor called." << endl; void render() }; std::vector<Entity*> entitys; class Entity: public MainClass // DrawTexture(texBunny, 100,100,WHITE); }; //******************************************************* static bool gamescrip_create (gravity_vm *vm, gravity_value_t *args, uint16_t nargs, uint32_t rindex) } static bool gamescrip_update (gravity_vm *vm, gravity_value_t *args, uint16_t nargs, uint32_t rindex) static bool gamescrip_ready (gravity_vm *vm, gravity_value_t *args, uint16_t nargs, uint32_t rindex) static bool gamescript_set_entity (gravity_vm *vm, gravity_value_t *args, uint16_t nargs, uint32_t rindex) // entity->setScript(gameScript); cout << "set entity "<className<< " " <index << endl; } void register_gamescript_classes (gravity_vm *vm) { } //******************************************************* static bool entity_create (gravity_vm *vm, gravity_value_t *args, uint16_t nargs, uint32_t rindex) } static bool entity_set_script (gravity_vm *vm, gravity_value_t *args, uint16_t nargs, uint32_t rindex) gravity_object_t *object = NULL; // entity->setScript(gameScript); /// cout << "set GameScript "<className<< " " <index << endl; // cout << "set GameScript "<className<< " " <index << endl; } static bool entity_update (gravity_vm *vm, gravity_value_t *args, uint16_t nargs, uint32_t rindex) { static bool entity_render (gravity_vm *vm, gravity_value_t *args, uint16_t nargs, uint32_t rindex) { static bool entity_name_get (gravity_vm *vm, gravity_value_t *args, uint16_t nargs, uint32_t rindex) { static bool entity_name_set (gravity_vm *vm, gravity_value_t *args, uint16_t nargs, uint32_t rindex) { static bool entity_x_get (gravity_vm *vm, gravity_value_t *args, uint16_t nargs, uint32_t rindex) { static bool entity_x_set (gravity_vm *vm, gravity_value_t *args, uint16_t nargs, uint32_t rindex) { } static bool entity_y_get (gravity_vm *vm, gravity_value_t *args, uint16_t nargs, uint32_t rindex) { static bool entity_y_set (gravity_vm *vm, gravity_value_t *args, uint16_t nargs, uint32_t rindex) { } } //******************************************* static bool input_mouse_down (gravity_vm *vm, gravity_value_t *args, uint16_t nargs, uint32_t rindex) { } } static void object_free (gravity_vm *vm, gravity_object_t *obj) bool RunUpdate(gravity_vm *vm) } bool RunReady(gravity_vm *vm) } bool RunRender(gravity_vm *vm) } int main(int argc, const char * argv[]) { const int screenWidth = 900; // setup a minimal delegate const char* source_code = R"( extern var Entity; class Bunny : GameScript /// System.print("Bunny instantiated " ); } func ready() var player = Entity() return 1 func update(dt) return 1 func render() return 1 // gravity_closure_t *closureUpdate=NULL; RunReady(vm); UnloadTexture(texBunny); // Unload bunny texture CloseWindow(); } |
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Hi, is possible to call a function from Scrip with a class Inherited from c class
c:
class GameScript:..
... void update(float dt)
{
script:
class Bunny : GameScript
... func update(dt)
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