Switch to 'busted' for testing

Update version, Unify add and remove methods for World
Fix small bugs
This commit is contained in:
bakpakin 2015-03-29 11:19:22 +08:00
parent 5b4acb55ee
commit 26ecc4f0a5
4 changed files with 272 additions and 223 deletions

View File

@ -46,6 +46,7 @@ local Aspect = jojo.Aspect
local System = jojo.System
local personAspect = Aspect({"name", "mass", "phrase"})
local talkingSystem = System(
nil,
function (p, delta)
@ -55,8 +56,6 @@ local talkingSystem = System(
personAspect
)
local world = World(talkingSystem)
local joe = {
name = "Joe",
phrase = "I'm a plumber.",
@ -64,7 +63,7 @@ local joe = {
hairColor = "brown"
}
world:add(joe)
local world = World(talkingSystem, joe)
for i = 1, 20 do
world:update(1)
@ -72,8 +71,8 @@ end
```
## Testing ##
To test Jojo, simply clone the project, cd into the project directory, and
run `lua jojotest.lua` from command line.
Jojo uses [busted](http://olivinelabs.com/busted/) for testing. Install and run
`busted` from the command line to test.
## TODO ##

230
jojo.lua
View File

@ -1,11 +1,18 @@
local jojo = {
_VERSION = "0.0.4",
_VERSION = "0.1.0",
_URL = "https://github.com/bakpakin/Jojo",
_DESCRIPTION = "Entity Component System for lua."
_DESCRIPTION = "jojo - Entity Component System for lua."
}
-- Simplified class implementation with no inheritance or polymorphism.
local tinsert = table.insert
local tremove = table.remove
local tconcat = table.concat
local pairs = pairs
local ipairs = ipairs
local setmetatable = setmetatable
local getmetatable = getmetatable
-- Simplified class implementation with no inheritance or polymorphism.
local function class(name)
local c = {}
local mt = {}
@ -31,12 +38,6 @@ jojo.World = World
jojo.Aspect = Aspect
jojo.System = System
local tinsert = table.insert
local tremove = table.remove
local tconcat = table.concat
local pairs = pairs
local ipairs = ipairs
----- Aspect -----
-- Aspect(required, excluded, oneRequired)
@ -200,12 +201,9 @@ end
-- World(...)
-- Creates a new World with the given Systems in order. TODO - Add or remove
-- Systems after creation.
-- Creates a new World with the given Systems and Entities in order.
function World:init(...)
local args = {...}
-- Table of Entities to status
self.status = {}
@ -215,26 +213,20 @@ function World:init(...)
-- Number of Entities in World.
self.entityCount = 0
-- Number of Systems in World.
self.systemCount = 0
-- List of Systems
self.systems = args
self.systems = {}
-- Table of Systems to whether or not they are active.
local activeSystems = {}
self.activeSystems = activeSystems
self.activeSystems = {}
-- Table of Systems to System Indices
local systemIndices = {}
self.systemIndices = systemIndices
self.systemIndices = {}
-- Table of Systems to Sets of matching Entities
local systemEntities = {}
self.systemEntities = systemEntities
for i, sys in ipairs(args) do
activeSystems[sys] = true
systemEntities[sys] = {}
systemIndices[sys] = i
end
self.systemEntities = {}
-- List of Systems to add next update
self.systemsToAdd = {}
@ -242,73 +234,63 @@ function World:init(...)
-- List of Systems to remove next update
self.systemsToRemove = {}
-- Add Systems and Entities
self:add(...)
self:manageSystems()
self:manageEntities()
end
function World:__tostring()
return "JojoWorld<systemCount: " ..
#self.systems ..
self.systemCount ..
", entityCount: " ..
#self.entityCount ..
self.entityCount ..
">"
end
-- World:addSystems(...)
-- Appends Systems in order to the World. Systems will be added after the next
-- call to World:update(dt)
function World:addSystems(...)
local args = {...}
local systemsToAdd = self.systemsToAdd
for i, sys in ipairs(args) do
tinsert(systemsToAdd, sys)
end
end
-- World:freeSystems(...)
-- Appends Systems in order to the World. Systems will be added after the next
-- call to World:update(dt)
function World:removeSystems(...)
local args = {...}
local systemsToRemove = self.systemsToRemove
for i, sys in ipairs(args) do
tinsert(systemsToRemove, sys)
end
end
-- World:add(...)
-- Adds Entities to the World. Entities will enter the World the next time
-- World:update(dt) is called. Also call this method when an Entity has had its
-- Components changed, such that it matches different Aspects.
-- Adds Entities and Systems to the World. New objects will enter the World the
-- next time World:update(dt) is called. Also call this method when an Entity
-- has had its Components changed, such that it matches different Aspects.
function World:add(...)
local args = {...}
local status = self.status
local entities = self.entities
for _, e in ipairs(args) do
entities[e] = true
status[e] = "add"
local systemsToAdd = self.systemsToAdd
for _, obj in ipairs(args) do
if getmetatable(obj) == System then
tinsert(systemsToAdd, obj)
else -- Assume obj is an Entity
entities[obj] = true
status[obj] = "add"
end
end
end
-- World:free(...)
-- Removes Entities from the World. Entities will exit the World the next time
-- World:update(dt) is called.
-- Removes Entities and Systems from the World. Objects will exit the World the
-- next time World:update(dt) is called.
function World:remove(...)
local args = {...}
local status = self.status
for _, e in ipairs(args) do
status[e] = "remove"
local systemsToRemove = self.systemsToRemove
for _, obj in ipairs(args) do
if getmetatable(obj) == System then
tinsert(systemsToRemove, obj)
else -- Assume obj is an Entity
status[obj] = "remove"
end
end
end
-- World:updateSystem(system, dt)
-- Updates a System
function World:updateSystem(system, dt)
local preupdate = system.preupdate
local update = system.update
local systemEntities = self.systemEntities
if preupdate then
preupdate(dt)
@ -316,7 +298,7 @@ function World:updateSystem(system, dt)
if update then
local entities = self.entities
local es = systemEntities[system]
local es = self.systemEntities[system]
if es then
for e in pairs(es) do
update(e, dt)
@ -324,61 +306,84 @@ function World:updateSystem(system, dt)
end
end
end
-- World:update()
-- Updates the World, frees Entities that have been marked for freeing, adds
-- entities that have been marked for adding, etc.
function World:update(dt)
-- World:manageSystems()
local statuses = self.status
local systemEntities = self.systemEntities
local systemIndices = self.systemIndices
local entities = self.entities
local systems = self.systems
local systemsToAdd = self.systemsToAdd
local systemsToRemove = self.systemsToRemove
local activeSystems = self.activeSystems
-- Adds and removes Systems that have been marked from the world. The user of
-- this library should seldom if ever call this.
function World:manageSystems()
-- Remove all Systems queued for removal
for i = #systemsToRemove, 1, -1 do
-- Pop system off the remove stack
local sys = systemsToRemove[i]
systemsToRemove[i] = nil
local systemEntities = self.systemEntities
local systemIndices = self.systemIndices
local entities = self.entities
local systems = self.systems
local systemsToAdd = self.systemsToAdd
local systemsToRemove = self.systemsToRemove
local activeSystems = self.activeSystems
local sysIndex = systemIndices[sys]
tremove(systems, sysIndex)
-- Keep track of the number of Systems in the world
local deltaSystemCount = 0
local removeCallback = sys.remove
if removeCallback then -- call 'remove' on all entities in the System
for e in pairs(systemEntities[sys]) do
removeCallback(e)
-- Remove all Systems queued for removal
for i = 1, #systemsToRemove do
-- Pop system off the remove queue
local sys = systemsToRemove[i]
systemsToRemove[i] = nil
local sysID = systemIndices[sys]
if sysID then
tremove(systems, sysID)
local removeCallback = sys.remove
if removeCallback then -- call 'remove' on all entities in the System
for e in pairs(systemEntities[sys]) do
removeCallback(e)
end
end
systemEntities[sys] = nil
activeSystems[sys] = nil
deltaSystemCount = deltaSystemCount - 1
end
end
systemEntities[sys] = nil
activeSystems[sys] = nil
end
-- Add Systems queued for addition
for i = 1, #systemsToAdd do
-- Pop system off the add queue
local sys = systemsToAdd[i]
systemsToAdd[i] = nil
-- Add Systems queued for addition
for i = 1, #systemsToAdd do
-- Pop system off the add queue
local sys = systemsToAdd[i]
systemsToAdd[i] = nil
-- Add system to world
local es = {}
systemEntities[sys] = es
tinsert(systems, sys)
systemIndices[sys] = #systems
activeSystems[sys] = true
-- Add system to world
local es = {}
systemEntities[sys] = es
tinsert(systems, sys)
systemIndices[sys] = #systems
activeSystems[sys] = true
local a = sys.aspect
for e in pairs(entities) do
es[e] = a:matches(e) and true or nil
end
local a = sys.aspect
for e in pairs(entities) do
es[e] = a:matches(e) and true or nil
deltaSystemCount = deltaSystemCount + 1
end
end
-- Kepp track of number of Entities in World
-- Update the number of Systems in the World
self.systemCount = self.systemCount + deltaSystemCount
end
-- World:manageEntities()
-- Adds and removes Entities that have been marked. The user of this library
-- should seldom if ever call this.
function World:manageEntities()
local statuses = self.status
local systemEntities = self.systemEntities
local entities = self.entities
local systems = self.systems
-- Keep track of the number of Entities in the World
local deltaEntityCount = 0
-- Add, remove, or change Entities
@ -410,9 +415,20 @@ function World:update(dt)
-- Update Entity count
self.entityCount = self.entityCount + deltaEntityCount
end
-- World:update()
-- Updates the World, frees Entities that have been marked for freeing, adds
-- entities that have been marked for adding, etc.
function World:update(dt)
self:manageSystems()
self:manageEntities()
-- Iterate through Systems IN ORDER
for _, s in ipairs(self.systems) do
if activeSystems[s] then
if self.activeSystems[s] then
self:updateSystem(s, dt)
end
end

View File

@ -1,111 +0,0 @@
local jojo = require "jojo"
local World = jojo.World
local Aspect = jojo.Aspect
local System = jojo.System
-- Aspect Test --
local e1 = {
xform = {
x = 0,
y = 0
},
vel = {
x = 1,
y = 2,
},
name = "E1",
size = 11,
description = "It goes to 11.",
spinalTap = true
}
local e2 = {
xform = {
x = 2,
y = 2
},
vel = {
x = -1,
y = 0,
},
name = "E2",
size = 10,
description = "It does not go to 11."
}
local e3 = {
xform = {
x = 4,
y = 5
},
vel = {
x = 0,
y = 3,
},
name = "E3",
size = 8,
description = "The smallest entity."
}
local atap = Aspect({"spinalTap"})
local avel = Aspect({"vel"})
local axform = Aspect({"xform"})
local aall = Aspect({})
local aboth = Aspect.compose(atap, axform)
local amove = Aspect.compose(axform, avel)
assert(atap:matches(e1), "Aspect atap should match e1.")
assert(not atap:matches(e2), "Aspect atap should not match e2.")
assert(axform:matches(e1), "Aspect axform should match e1.")
assert(axform:matches(e2), "Aspect axform should match e2.")
assert(aboth:matches(e1), "Aspect aboth should match e1.")
assert(not aboth:matches(e2), "Aspect aboth should not match e2.")
local moves = System(
nil,
function(e, dt)
local xform = e.xform
local vel = e.vel
local x, y = xform.x, xform.y
local xvel, yvel = vel.x, vel.y
xform.x, xform.y = x + xvel * dt, y + yvel * dt
end,
amove
)
local world = World(moves, System(nil, nil, aall))
world:add(e1, e2, e3)
world:update(21)
assert(e1.xform.x == 21, "e1.xform.x should be 21, but is " .. e1.xform.x)
assert(e2.xform.x == -19, "e2.xform.x should be -19, but is " .. e2.xform.x)
assert(e3.xform.y == 68, "e3.xform.y should be 68, but is " .. e3.xform.y)
world:removeSystems(moves)
world:update(1234567890)
world:addSystems(moves)
world:remove(e3, e2)
world:update(20)
assert(e1.xform.x == 41, "e1.xform.x should be 41, but is " .. e1.xform.x)
assert(e2.xform.x == -19, "e2.xform.x should be -19, but is " .. e2.xform.x)
assert(e3.xform.y == 68, "e3.xform.y should be 68, but is " .. e3.xform.y)
world:removeSystems(moves)
world:update(12345)
world:addSystems(moves)
world:add(e3, e2)
world:update(19)
world:remove(e3, e2)
e1.vel = nil
world:add(e1)
world:update(11)
assert(e1.xform.x == 60, "e1.xform.x should be 60, but is " .. e1.xform.x)
-- TODO add some more tests, add some better tests.
print("Passed all tests.")

145
spec/jojo_spec.lua Normal file
View File

@ -0,0 +1,145 @@
local jojo = require "jojo"
local World = jojo.World
local Aspect = jojo.Aspect
local System = jojo.System
-- Taken from answer at http://stackoverflow.com/questions/640642/how-do-you-copy-a-lua-table-by-value
local function deep_copy(o, seen)
seen = seen or {}
if o == nil then return nil end
if seen[o] then return seen[o] end
local no
if type(o) == 'table' then
no = {}
seen[o] = no
for k, v in next, o, nil do
no[deep_copy(k, seen)] = deep_copy(v, seen)
end
setmetatable(no, deep_copy(getmetatable(o), seen))
else -- number, string, boolean, etc
no = o
end
return no
end
local entityTemplate1 = {
xform = {x = 0, y = 0},
vel = {x = 1, y = 2},
name = "E1",
size = 11,
description = "It goes to 11.",
spinalTap = true
}
local entityTemplate2 = {
xform = {x = 2, y = 2},
vel = {x = -1, y = 0},
name = "E2",
size = 10,
description = "It does not go to 11."
}
local entityTemplate3 = {
xform = {x = 4, y = 5},
vel = {x = 0, y = 3},
name = "E3",
size = 8,
description = "The smallest entity."
}
describe('Jojo:', function()
describe('Aspect:', function()
local entity1, entity2, entity3
before_each(function()
entity1 = deep_copy(entityTemplate1)
entity2 = deep_copy(entityTemplate2)
entity3 = deep_copy(entityTemplate3)
end)
it("Correctly match Aspects and Entities", function()
local atap = Aspect({"spinalTap"})
local avel = Aspect({"vel"})
local axform = Aspect({"xform"})
local aall = Aspect({})
local aboth = Aspect.compose(atap, axform)
local amove = Aspect.compose(axform, avel)
assert.truthy(atap:matches(entity1))
assert.falsy(atap:matches(entity2))
assert.truthy(axform:matches(entity1))
assert.truthy(axform:matches(entity2))
assert.truthy(aboth:matches(entity1))
assert.falsy(aboth:matches(entity2))
end)
end)
describe('World:', function()
local world, entity1, entity2, entity3
local moveSystem = System(
nil,
function(e, dt)
local xform = e.xform
local vel = e.vel
local x, y = xform.x, xform.y
local xvel, yvel = vel.x, vel.y
xform.x, xform.y = x + xvel * dt, y + yvel * dt
end,
Aspect({"xform", "vel"})
)
local timePassed = 0
local oneTimeSystem = System(
function(dt)
timePassed = timePassed + dt
end
)
before_each(function()
entity1 = deep_copy(entityTemplate1)
entity2 = deep_copy(entityTemplate2)
entity3 = deep_copy(entityTemplate3)
world = World(moveSystem, oneTimeSystem, entity1, entity2, entity3)
timePassed = 0
end)
it("Create World", function()
assert.equals(world.entityCount, 3)
assert.equals(world.systemCount, 2)
end)
it("Run simple simulation", function()
world:update(1)
assert.equals(timePassed, 1)
assert.equals(entity1.xform.x, 1)
assert.equals(entity1.xform.y, 2)
end)
it("Remove Entities", function()
world:remove(entity1, entity2)
world:update(1)
assert.equals(timePassed, 1)
assert.equals(entity1.xform.x, entityTemplate1.xform.x)
assert.equals(entity2.xform.x, entityTemplate2.xform.x)
assert.equals(entity3.xform.y, 8)
end)
it("Remove Systems", function()
world:remove(oneTimeSystem, moveSystem)
world:update(1)
assert.equals(timePassed, 0)
assert.equals(entity1.xform.x, entityTemplate1.xform.x)
end)
end)
end)