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Update demo to use tiny-ecs 1.1-6.
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lib/tiny.lua
294
lib/tiny.lua
@ -23,14 +23,13 @@ CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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-- @author Calvin Rose
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-- @license MIT
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-- @copyright 2015
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local tiny = { _VERSION = "1.1-2" }
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local tiny = { _VERSION = "1.1-6" }
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-- Local versions of standard lua functions
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local tinsert = table.insert
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local tremove = table.remove
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local tsort = table.sort
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local pairs = pairs
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local ipairs = ipairs
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local setmetatable = setmetatable
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local type = type
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local select = select
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@ -51,8 +50,8 @@ local tiny_remove
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-- value indicating if the Entity should be processed by the System.
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--
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-- Filters must be added to Systems by setting the `filter` field of the System.
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-- Filter's returned by `tiny.requireAll` and `tiny.requireAny` are immutable
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-- and can be used by multiple Systems.
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-- Filter's returned by tiny-ecs's Filter functions are immutable and can be
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-- used by multiple Systems.
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--
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-- local f1 = tiny.requireAll("position", "velocity", "size")
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-- local f2 = tiny.requireAny("position", "velocity", "size")
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@ -88,7 +87,6 @@ local tiny_remove
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--- Makes a Filter that selects Entities with all specified Components and
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-- Filters.
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-- @param ... List of required Components and other Filters.
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function tiny.requireAll(...)
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local components = {...}
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local len = #components
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@ -110,7 +108,6 @@ end
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--- Makes a Filter that selects Entities with at least one of the specified
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-- Components and Filters.
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-- @param ... List of required Components and other Filters.
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function tiny.requireAny(...)
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local components = {...}
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local len = #components
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@ -132,7 +129,6 @@ end
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--- Makes a Filter that rejects Entities with all specified Components and
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-- Filters, and selects all other Entities.
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-- @param ... List of required Components and other Filters.
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function tiny.rejectAll(...)
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local components = {...}
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local len = #components
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@ -154,7 +150,6 @@ end
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--- Makes a Filter that rejects Entities with at least one of the specified
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-- Components and Filters, and selects all other Entities.
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-- @param ... List of required Components and other Filters.
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function tiny.rejectAny(...)
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local components = {...}
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local len = #components
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@ -183,10 +178,15 @@ end
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--
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-- There are also a few other optional callbacks:
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--
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-- * `function system:filter(entity)`
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-- * `function system:onAdd(entity)`
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-- * `function system:onRemove(entity)`
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-- * `function system:onModify(dt)`
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-- * `function system:filter(entity)` - Returns true if this System should
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-- include this Entity, otherwise should return false. If this isn't specified,
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-- no Entities are included in the System.
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-- * `function system:onAdd(entity)` - Called when an Entity is added to the
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-- System.
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-- * `function system:onRemove(entity)` - Called when an Entity is removed
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-- from the System.
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-- * `function system:onModify(dt)` - Called when the System is modified by
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-- adding or removing Entities from the System.
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--
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-- For Filters, it is convenient to use `tiny.requireAll` or `tiny.requireAny`,
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-- but one can write their own filters as well. Set the Filter of a System like
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@ -201,11 +201,20 @@ end
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-- system is added to the World. A few are important, and few should be less
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-- commonly used.
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--
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-- * The `world` field points to the World that the System belongs to. Useful
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-- for adding and removing Entities from the world dynamically via the System.
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-- * The `active` flag is whether or not the System is updated automatically.
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-- Inactive Systems should be updated manually or not at all via
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-- `system:update(dt)`. Defaults to true.
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-- * The 'entities' field is an ordered list of Entities in the System. This
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-- * The `entities` field is an ordered list of Entities in the System. This
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-- list can be used to quickly iterate through all Entities in a System.
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-- * The `interval` field is an optional field that makes Systems update at
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-- certain intervals using buffered time, regardless of World update frequency.
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-- For example, to make a System update once a second, set the System's interval
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-- to 1.
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-- * The `index` field is the System's index in the World. Lower indexed
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-- Systems are processed before higher indices. The `index` is a read only
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-- field; to set the `index`, use `tiny.setSystemIndex(world, system)`.
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-- * The `indices` field is a table of Entity keys to their indices in the
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-- `entities` list. Most Systems can ignore this.
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-- * The `modified` flag is an indicator if the System has been modified in
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@ -219,20 +228,11 @@ end
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-- this key is considered a System rather than an Entity.
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local systemTableKey = { "SYSTEM_TABLE_KEY" }
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-- Check if tables are systems.
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-- Checks if a table is a System.
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local function isSystem(table)
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return table[systemTableKey]
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end
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--- Creates a default System.
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-- @param table A table to be used as a System, or `nil` to create a new System.
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-- @return A new System or System class
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function tiny.system(table)
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table = table or {}
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table[systemTableKey] = true
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return table
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end
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-- Update function for all Processing Systems.
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local function processingSystemUpdate(system, dt)
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local entities = system.entities
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@ -258,24 +258,45 @@ local function processingSystemUpdate(system, dt)
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end
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end
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--- Creates a Processing System.
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-- Sorts Systems by a function system.sort(entity1, entity2) on modify.
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local function sortedSystemOnModify(system, dt)
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local entities = system.entities
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local indices = system.indices
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local sortDelegate = system.sortDelegate
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if not sortDelegate then
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local compare = system.compare
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sortDelegate = function(e1, e2)
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return compare(system, e1, e2)
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end
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system.sortDelegate = sortDelegate
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end
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tsort(entities, sortDelegate)
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for i = 1, #entities do
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local entity = entities[i]
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indices[entity] = i
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end
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end
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--- Creates a new System or System class from the supplied table. If `table` is
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-- nil, creates a new table.
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function tiny.system(table)
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table = table or {}
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table[systemTableKey] = true
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return table
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end
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--- Creates a new Processing System or Processing System class. Processing
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-- Systems process each entity individual, and are usually what is needed.
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-- Processing Systems have three extra callbacks besides those inheritted from
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-- vanilla Systems.
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--
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-- A Processing System iterates through its Entities in no particluar order, and
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-- updates them individually. It has two important fields:
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-- function system:preProcess(entities, dt) -- Called before iteration.
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-- function system:process(entities, dt) -- Process each entity.
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-- function system:postProcess(entity, dt) -- Called after iteration.
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--
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-- * `function system:process(entity, dt)`
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-- * `function system:filter(entity)`
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--
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-- There are also a few other optional callbacks, including the optional
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-- callbacks in `tiny.system`:
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--
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-- * `function system:preProcess(entities, dt)`
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-- * `function system:postProcess(entities, dt)`
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--
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-- @param table A table to be used as a System, or `nil` to create a new
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-- Processing System.
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-- Processing Systems have their own `update` method, so don't implement a
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-- a custom `update` callback for Processing Systems.
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-- @see system
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-- @return A new Processing System or Processing System class
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function tiny.processingSystem(table)
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table = table or {}
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table[systemTableKey] = true
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@ -283,45 +304,31 @@ function tiny.processingSystem(table)
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return table
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end
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-- Sorts Systems by a function system.sort(entity1, entity2) on modify.
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local function sortedSystemOnModify(system, dt)
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local entities = system.entities
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local entityIndices = system.entityIndices
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local sortDelegate = system.sortDelegate
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if not sortDelegate then
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local compare = system.compare
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sortDelegate = function(e1, e2)
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compare(system, e1, e2)
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end
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system.sortDelegate = sortDelegate
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end
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tsort(entities, sortDelegate)
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for i = 1, #entities do
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local entity = entities[i]
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entityIndices[entity] = i
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end
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--- Creates a new Sorted System or Sorted System class. Sorted Systems sort
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-- their Entities according to a user-defined method, `system:compare(e1, e2)`,
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-- which should return true if `e1` should come before `e2` and false otherwise.
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-- Sorted Systems also override the default System's `onModify` callback, so be
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-- careful if defining a custom callback. However, for processing the sorted
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-- entities, consider `tiny.sortedProcessingSystem(table)`.
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-- @see system
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function tiny.sortedSystem(table)
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table = table or {}
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table[systemTableKey] = true
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table.onModify = sortedSystemOnModify
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return table
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end
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--- Creates a Sorted Processing System. A Sorted System iterates through its
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-- Entities in a specific order, and updates them individually. It has three
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-- important methods:
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--
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-- * `function system:process(entity, dt)`
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-- * `function system:compare(entity1, entity2)`
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-- * `function system:filter(entity)`
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--
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-- Sorted Systems have the same optitonal callbacks as ProcessingSystems.
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-- @param table A table to be used as a System, or `nil` to create a new
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-- Sorted System.
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--- Creates a new Sorted Processing System or Sorted Processing System class.
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-- Sorted Processing Systems have both the aspects of Processing Systems and
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-- Sorted Systems.
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-- @see system
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-- @see processingSystem
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-- @return A new Sorted System or Sorted System class
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function tiny.sortedSystem(table)
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-- @see sortedSystem
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function tiny.sortedProcessingSystem(table)
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table = table or {}
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table[systemTableKey] = true
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table.update = processingSystemUpdate
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table.onModify = sortedSystemOnModify
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table.sort = sortedSystemOnModify
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return table
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end
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@ -338,11 +345,9 @@ end
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local worldMetaTable
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--- Creates a new World.
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-- Can optionally add default Systems and Entities.
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-- @param ... Systems and Entities to add to the World
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-- @return A new World
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-- Can optionally add default Systems and Entities. Returns the new World along
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-- with default Entities and Systems.
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function tiny.world(...)
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local ret = {
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-- List of Entities to add
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@ -360,53 +365,43 @@ function tiny.world(...)
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-- Set of Entities
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entities = {},
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-- Number of Entities in World.
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-- Number of Entities in World
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entityCount = 0,
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-- List of System Data. A data element is a table with 4
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-- keys: system, indices, entities, and active.
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systems = {},
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-- Table of Systems to System Indices
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systemIndices = {}
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-- List of Systems
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systems = {}
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}
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tiny_add(ret, ...)
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tiny_manageSystems(ret)
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tiny_manageEntities(ret)
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return setmetatable(ret, worldMetaTable)
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return setmetatable(ret, worldMetaTable), ...
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end
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--- Adds an Entity to the world.
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-- Also call this on Entities that have changed Components such that they
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-- match different Filters.
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-- @param world
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-- @param entity
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-- match different Filters. Returns the Entity.
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function tiny.addEntity(world, entity)
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local e2a = world.entitiesToAdd
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e2a[#e2a + 1] = entity
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if world.entities[entity] then
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tiny_removeEntity(world, entity)
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end
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return entity
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end
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tiny_addEntity = tiny.addEntity
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--- Adds a System to the world.
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-- @param world
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-- @param system
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--- Adds a System to the world. Returns the System.
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function tiny.addSystem(world, system)
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local s2a = world.systemsToAdd
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s2a[#s2a + 1] = system
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return system
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end
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tiny_addSystem = tiny.addSystem
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--- Shortcut for adding multiple Entities and Systems to the World.
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-- @param world
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-- @param ... Systems and Entities
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-- @see addEntity
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-- @see addSystem
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--- Shortcut for adding multiple Entities and Systems to the World. Returns all
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-- added Entities and Systems.
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function tiny.add(world, ...)
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local obj
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for i = 1, select("#", ...) do
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@ -419,32 +414,28 @@ function tiny.add(world, ...)
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end
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end
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end
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return ...
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end
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tiny_add = tiny.add
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--- Removes an Entity to the World.
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-- @param world
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-- @param entity
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--- Removes an Entity to the World. Returns the Entity.
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function tiny.removeEntity(world, entity)
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local e2r = world.entitiesToRemove
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e2r[#e2r + 1] = entity
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return entity
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end
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tiny_removeEntity = tiny.removeEntity
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--- Removes a System from the world.
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-- @param world
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-- @param system
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--- Removes a System from the world. Returns the System.
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function tiny.removeSystem(world, system)
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local s2r = world.systemsToRemove
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s2r[#s2r + 1] = system
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return system
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end
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tiny_removeSystem = tiny.removeSystem
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--- Shortcut for removing multiple Entities and Systems from the World.
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-- @param world
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-- @param ... Systems and Entities
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-- @see removeEntity
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-- @see removeSystem
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--- Shortcut for removing multiple Entities and Systems from the World. Returns
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-- all rmeove Systems and Entities
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function tiny.remove(world, ...)
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local obj
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for i = 1, select("#", ...) do
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@ -457,12 +448,12 @@ function tiny.remove(world, ...)
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end
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end
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end
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return ...
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end
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tiny_remove = tiny.remove
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-- Adds and removes Systems that have been marked from the World.
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function tiny_manageSystems(world)
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local s2a, s2r = world.systemsToAdd, world.systemsToRemove
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-- Early exit
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@ -470,7 +461,6 @@ function tiny_manageSystems(world)
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return
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end
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local systemIndices = world.systemIndices
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local entities = world.entities
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local systems = world.systems
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local system, index, filter
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@ -479,8 +469,8 @@ function tiny_manageSystems(world)
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-- Remove Systems
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for i = 1, #s2r do
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system = s2r[i]
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index = systemIndices[system]
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if index then
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index = system.index
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if system.world == world then
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onRemove = system.onRemove
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if onRemove then
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entityList = system.entities
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@ -488,27 +478,35 @@ function tiny_manageSystems(world)
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onRemove(system, entityList[j])
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end
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end
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systemIndices[system] = nil
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tremove(systems, index)
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for j = index, #systems do
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systemIndices[systems[j]] = j
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systems[j].index = j
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end
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end
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s2r[i] = nil
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-- Clean up System
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system.world = nil
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system.entities = nil
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system.indices = nil
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system.index = nil
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end
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-- Add Systems
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for i = 1, #s2a do
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system = s2a[i]
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if not systemIndices[system] then
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if systems[system.index] ~= system then
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entityList = {}
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entityIndices = {}
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system.entities = entityList
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system.indices = entityIndices
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system.active = true
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if system.active == nil then
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system.active = true
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end
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system.modified = true
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system.world = world
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index = #systems + 1
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systemIndices[system] = index
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system.index = index
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systems[index] = system
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-- Try to add Entities
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@ -529,12 +527,10 @@ function tiny_manageSystems(world)
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end
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s2a[i] = nil
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end
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end
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-- Adds and removes Entities that have been marked.
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function tiny_manageEntities(world)
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local e2a, e2r = world.entitiesToAdd, world.entitiesToRemove
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-- Early exit
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@ -553,6 +549,7 @@ function tiny_manageEntities(world)
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entity = e2r[i]
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if entities[entity] then
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entities[entity] = nil
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entityCount = entityCount - 1
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for j = 1, #systems do
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system = systems[j]
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@ -567,7 +564,6 @@ function tiny_manageEntities(world)
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seis[tmpEntity] = index
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seis[entity] = nil
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ses[#ses] = nil
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entityCount = entityCount - 1
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onRemove = system.onRemove
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if onRemove then
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onRemove(system, entity)
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@ -580,12 +576,12 @@ function tiny_manageEntities(world)
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e2r[i] = nil
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end
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-- Add Entities
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for i = 1, #e2a do
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entity = e2a[i]
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if not entities[entity] then
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entities[entity] = true
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entityCount = entityCount + 1
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for j = 1, #systems do
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system = systems[j]
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@ -597,7 +593,6 @@ function tiny_manageEntities(world)
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index = #ses + 1
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ses[index] = entity
|
||||
seis[entity] = index
|
||||
entityCount = entityCount + 1
|
||||
onAdd = system.onAdd
|
||||
if onAdd then
|
||||
onAdd(system, entity)
|
||||
@ -612,25 +607,24 @@ function tiny_manageEntities(world)
|
||||
|
||||
-- Update Entity count
|
||||
world.entityCount = entityCount
|
||||
|
||||
end
|
||||
|
||||
--- Updates the World.
|
||||
-- Put this in your main loop.
|
||||
-- @param world
|
||||
-- @param dt Delta time
|
||||
function tiny.update(world, dt)
|
||||
--- Updates the World by dt (delta time). Takes an optional parameter, `filter`,
|
||||
-- which is a Filter that selects Systems from the World, and updates only those
|
||||
-- Systems. If `filter` is not supplied, all Systems are updated. Put this
|
||||
-- function in your main loop.
|
||||
function tiny.update(world, dt, filter)
|
||||
|
||||
tiny_manageSystems(world)
|
||||
tiny_manageEntities(world)
|
||||
|
||||
local systems = world.systems
|
||||
local system, update, onModify, entities
|
||||
local system, update, interval, onModify
|
||||
|
||||
-- Iterate through Systems IN ORDER
|
||||
for i = 1, #systems do
|
||||
system = systems[i]
|
||||
if system.active then
|
||||
if system.active and ((not filter) or filter(world, system)) then
|
||||
|
||||
-- Call the modify callback on Systems that have been modified.
|
||||
onModify = system.onModify
|
||||
@ -638,10 +632,22 @@ function tiny.update(world, dt)
|
||||
onModify(system, dt)
|
||||
end
|
||||
|
||||
--Update Systems that have an update method (most Systems)
|
||||
-- Update Systems that have an update method (most Systems)
|
||||
update = system.update
|
||||
if update then
|
||||
update(system, dt)
|
||||
interval = system.interval
|
||||
if interval then
|
||||
local bufferedTime = (system.bufferedTime or 0) + dt
|
||||
while bufferedTime >= interval do
|
||||
bufferedTime = bufferedTime - interval
|
||||
if update then
|
||||
update(system, interval)
|
||||
end
|
||||
end
|
||||
system.bufferedTime = bufferedTime
|
||||
else
|
||||
update(system, dt)
|
||||
end
|
||||
end
|
||||
|
||||
system.modified = false
|
||||
@ -650,7 +656,6 @@ function tiny.update(world, dt)
|
||||
end
|
||||
|
||||
--- Removes all Entities from the World.
|
||||
-- @param world
|
||||
function tiny.clearEntities(world)
|
||||
for e in pairs(world.entities) do
|
||||
tiny_removeEntity(world, e)
|
||||
@ -658,7 +663,6 @@ function tiny.clearEntities(world)
|
||||
end
|
||||
|
||||
--- Removes all Systems from the World.
|
||||
-- @param world
|
||||
function tiny.clearSystems(world)
|
||||
local systems = world.systems
|
||||
for i = #systems, 1, -1 do
|
||||
@ -667,46 +671,33 @@ function tiny.clearSystems(world)
|
||||
end
|
||||
|
||||
--- Gets number of Entities in the World.
|
||||
-- @param world
|
||||
-- @return An integer
|
||||
function tiny.getEntityCount(world)
|
||||
return world.entityCount
|
||||
end
|
||||
|
||||
--- Gets number of Systems in World.
|
||||
-- @param world
|
||||
-- @return An integer
|
||||
function tiny.getSystemCount(world)
|
||||
return #(world.systems)
|
||||
end
|
||||
|
||||
--- Gets the index of a System in the World. Lower indexed Systems are processed
|
||||
-- before higher indexed systems.
|
||||
-- @param world
|
||||
-- @param system
|
||||
-- @return An integer between 1 and world:getSystemCount() inclusive
|
||||
--- Gets the index of the System in the World.
|
||||
-- A simpler alternative is `system.index`.
|
||||
function tiny.getSystemIndex(world, system)
|
||||
return world.systemIndices[system]
|
||||
return system.index
|
||||
end
|
||||
|
||||
--- Sets the index of a System in the World. Changes the order in
|
||||
-- which they Systems processed, because lower indexed Systems are processed
|
||||
-- first.
|
||||
-- @param world
|
||||
-- @param system
|
||||
-- @param index
|
||||
-- @return Old index
|
||||
--- Sets the index of a System in the World, and returns the old index. Changes
|
||||
-- the order in which they Systems processed, because lower indexed Systems are
|
||||
-- processed first. Returns the old system.index.
|
||||
function tiny.setSystemIndex(world, system, index)
|
||||
local systemIndices = world.systemIndices
|
||||
local oldIndex = systemIndices[system]
|
||||
local oldIndex = system.index
|
||||
local systems = world.systems
|
||||
local system = systems[oldIndex]
|
||||
|
||||
tremove(systems, oldIndex)
|
||||
tinsert(systems, index, system)
|
||||
|
||||
for i = oldIndex, index, index >= oldIndex and 1 or -1 do
|
||||
systemIndices[systems[i]] = i
|
||||
systems[i].index = i
|
||||
end
|
||||
|
||||
return oldIndex
|
||||
@ -720,6 +711,7 @@ worldMetaTable = {
|
||||
addSystem = tiny.addSystem,
|
||||
remove = tiny.remove,
|
||||
removeEntity = tiny.removeEntity,
|
||||
removeSystem = tiny.removeSystem,
|
||||
update = tiny.update,
|
||||
clearEntities = tiny.clearEntities,
|
||||
clearSystems = tiny.clearSystems,
|
||||
|
Loading…
Reference in New Issue
Block a user