use comet::prelude::*; fn setup(app: &mut App, renderer: &mut Renderer2D) { // Initialize the texture atlas renderer.init_atlas(); // Register needed components app.register_component::(); app.register_component::(); // Register prefabs register_prefab!( app, "player", Position2D::from_vec(v2::new(0.0, 0.0)), Color::new(0.0, 1.0, 0.0, 1.0) ); register_prefab!( app, "enemy", Position2D::from_vec(v2::new(5.0, 5.0)), Color::new(1.0, 0.0, 0.0, 1.0) ); register_prefab!( app, "pickup", Position2D::from_vec(v2::new(-5.0, -5.0)), Color::new(1.0, 1.0, 0.0, 1.0) ); if let Some(player_id) = app.spawn_prefab("player") { debug!("Spawned player with ID: {:?}", player_id); } if let Some(enemy_id) = app.spawn_prefab("enemy") { debug!("Spawned enemy with ID: {:?}", enemy_id); } if let Some(pickup_id) = app.spawn_prefab("pickup") { debug!("Spawned pickup with ID: {:?}", pickup_id); } } #[allow(unused_variables)] fn update(app: &mut App, renderer: &mut Renderer2D, dt: f32) {} fn main() { App::new() .with_title("Prefabs Example") .run::(setup, update); }