C++

MyGame/ Source/ MyGame/ MyGameModule.h MyGameModule.cpp Gameplay/ Components/ Assets/ Content/ Config/ .lumenproject

add_library(MyGameModule SHARED Source/MyGame/MyGameModule.cpp ) target_include_directories(MyGameModule PRIVATE ${LUMEN_ENGINE_INCLUDE_DIR} ) target_link_libraries(MyGameModule PRIVATE LumenEngine )

// Conceptual API example — adapt names to the real engine API. class GameModule /* : public Lumen::IModule */ { public: void OnLoad(); void OnStart(); void OnUpdate(float deltaTime); void OnStop(); void OnUnload(); };

// Conceptual example auto player = world.CreateObject("Player"); player.SetPosition({ 0.0f, 1.0f, 0.0f }); // Prefer stable handles/IDs over owning raw pointers. auto playerId = player.GetId();

// Conceptual example struct RotatorComponent { float Speed = 90.0f; void Update(Transform& transform, float dt) { transform.RotateY(Speed * dt); } };

// Conceptual example const float moveX = Input::Axis("MoveX"); const float moveY = Input::Axis("MoveY"); if (Input::Pressed("Jump")) { // gameplay action }

position += velocity * deltaTime; rotation += angularVelocity * deltaTime;

#include <iostream> std::cout << "[Game] Module loaded\n"; std::cerr << "[Game] Failed to load asset\n";

// Preferred design direction AssetId meshId = AssetId::FromString("mesh/player"); // Resolve through the engine asset system, not an absolute C:\... path.

// Conceptual example struct PlayerDiedEvent { ObjectId Player; }; // EventBus::Publish(PlayerDiedEvent{ playerId });

// Example layout only. Replace engine-facing names with the real API. class PlayerController { public: float MoveSpeed = 6.0f; void OnUpdate(float dt) { const float x = Input::Axis("MoveX"); const float z = Input::Axis("MoveY"); Vec3 move { x, 0.0f, z }; transform.Translate(move * MoveSpeed * dt); } private: Transform transform; };

CONCEPTUAL