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Change API.
Remove Aspects for Filters.
This commit is contained in:
parent
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34
README.md
34
README.md
@ -9,8 +9,9 @@ Component Systems, here is some
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Copy paste tiny.lua into your source folder.
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## Overview ##
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Tiny-ecs has four important types: Worlds, Aspects, Systems, and Entities.
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Entities, however, can be any lua table.
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Tiny-ecs has four important types: Worlds, Filters, Systems, and Entities.
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Entities, however, can be any lua table, and Filters are just functions that
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take an Entity as a parameter.
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### Entities ###
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Entities are simply lua tables of data that gets processed by Systems. Entities
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@ -24,32 +25,25 @@ and Entities. In typical use, only one World is used at a time.
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### Systems ###
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Systems in tiny-ecs describe how to update Entities. Systems select certain Entities
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using an aspect, and then only update those select Entities. Systems have three
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parts: a one-time update function, a per Entity update function, and an Aspect.
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The one-time update function is called once per World update, and the per Entity
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update function is called once per Entity per World update. The Aspect is used
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to select which Entities the System will update.
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using a Filter, and then only update those select Entities. Some Systems don't
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update Entities, and instead just act as function callbacks every update. Tiny-ecs
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provides functions for creating Systems easily.
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### Aspects ###
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Aspects are used to select Entities by the presence or absence of specific
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Components. If an Entity contains all Components required by an Aspect, and
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doesn't contain Components that are excluded by the Aspect, it is said to match
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the Aspect. Aspects can also be composed into more complicated Aspects that
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are equivalent to the union of all sub-Aspects.
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### Filters ###
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Filters are used to select Entities. Filters can be any lua function, but
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tiny-ecs provides some functions for generating common ones, like selecting
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only Entities that have all required components.
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## Example ##
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```lua
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local tiny = require("tiny")
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local personAspect = tiny.Aspect({"name", "mass", "phrase"})
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local talkingSystem = tiny.System(
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nil,
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local talkingSystem = tiny.processingSystem(
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tiny.requireAll("name", "mass", "phrase"),
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function (p, delta)
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p.mass = p.mass + delta * 3
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print(p.name .. ", who weighs " .. p.mass .. " pounds, says, \"" .. p.phrase .. "\"")
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end,
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personAspect
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end
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)
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local joe = {
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@ -59,7 +53,7 @@ local joe = {
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hairColor = "brown"
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}
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local world = tiny.World(talkingSystem, joe)
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local world = tiny.newWorld(talkingSystem, joe)
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for i = 1, 20 do
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world:update(1)
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@ -1,9 +1,5 @@
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local tiny = require "tiny"
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local World = tiny.World
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local Aspect = tiny.Aspect
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local System = tiny.System
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-- Taken from answer at http://stackoverflow.com/questions/640642/how-do-you-copy-a-lua-table-by-value
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local function deep_copy(o, seen)
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seen = seen or {}
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@ -39,7 +35,8 @@ local entityTemplate2 = {
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vel = {x = -1, y = 0},
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name = "E2",
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size = 10,
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description = "It does not go to 11."
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description = "It does not go to 11.",
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onlyTen = true
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}
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local entityTemplate3 = {
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@ -47,12 +44,13 @@ local entityTemplate3 = {
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vel = {x = 0, y = 3},
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name = "E3",
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size = 8,
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description = "The smallest entity."
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description = "The smallest entity.",
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littleMan = true
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}
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describe('tiny-ecs:', function()
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describe('Aspect:', function()
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describe('Filters:', function()
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local entity1, entity2, entity3
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@ -62,21 +60,22 @@ describe('tiny-ecs:', function()
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entity3 = deep_copy(entityTemplate3)
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end)
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it("Correctly match Aspects and Entities", function()
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it("Default Filters", function()
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local atap = Aspect({"spinalTap"})
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local avel = Aspect({"vel"})
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local axform = Aspect({"xform"})
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local aall = Aspect({})
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local aboth = Aspect.compose(atap, axform)
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local amove = Aspect.compose(axform, avel)
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local ftap = tiny.requireAll("spinalTap")
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local fvel = tiny.requireAll("vel")
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local fxform = tiny.requireAll("xform")
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local fall = tiny.requireOne("spinalTap", "onlyTen", "littleMan")
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assert.truthy(atap:matches(entity1))
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assert.falsy(atap:matches(entity2))
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assert.truthy(axform:matches(entity1))
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assert.truthy(axform:matches(entity2))
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assert.truthy(aboth:matches(entity1))
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assert.falsy(aboth:matches(entity2))
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assert.truthy(fall(entity1))
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assert.truthy(ftap(entity1))
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assert.falsy(ftap(entity2))
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assert.truthy(fxform(entity1))
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assert.truthy(fxform(entity2))
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assert.truthy(fall(entity1))
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assert.truthy(fall(entity2))
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assert.truthy(fall(entity3))
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end)
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@ -86,20 +85,19 @@ describe('tiny-ecs:', function()
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local world, entity1, entity2, entity3
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local moveSystem = System(
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nil,
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local moveSystem = tiny.processingSystem(
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tiny.requireAll("xform", "vel"),
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function(e, dt)
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local xform = e.xform
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local vel = e.vel
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local x, y = xform.x, xform.y
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local xvel, yvel = vel.x, vel.y
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xform.x, xform.y = x + xvel * dt, y + yvel * dt
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end,
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Aspect({"xform", "vel"})
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end
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)
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local timePassed = 0
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local oneTimeSystem = System(
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local oneTimeSystem = tiny.emptySystem(
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function(dt)
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timePassed = timePassed + dt
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end
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@ -109,7 +107,7 @@ describe('tiny-ecs:', function()
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entity1 = deep_copy(entityTemplate1)
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entity2 = deep_copy(entityTemplate2)
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entity3 = deep_copy(entityTemplate3)
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world = World(moveSystem, oneTimeSystem, entity1, entity2, entity3)
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world = tiny.newWorld(moveSystem, oneTimeSystem, entity1, entity2, entity3)
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timePassed = 0
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end)
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257
tiny.lua
257
tiny.lua
@ -12,13 +12,12 @@ local ipairs = ipairs
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local setmetatable = setmetatable
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local getmetatable = getmetatable
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-- Simplified class implementation with no inheritance or polymorphism.
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local function class(name)
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-- Simple class implementation with no inheritance or polymorphism.
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local function class()
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local c = {}
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local mt = {}
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setmetatable(c, mt)
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c.__index = c
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c.name = name
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function mt.__call(_, ...)
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local newobj = {}
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setmetatable(newobj, c)
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@ -30,159 +29,14 @@ local function class(name)
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return c
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end
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local World = class("World")
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local Aspect = class("Aspect")
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local System = class("System")
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-- --- System --- --
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local System = class()
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tiny.World = World
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tiny.Aspect = Aspect
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tiny.System = System
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----- Aspect -----
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-- Aspect(required, excluded, oneRequired)
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-- Creates an Aspect. Aspects are used to select which Entities are inlcuded
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-- in each system. An Aspect has three fields, namely all required Components,
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-- all excluded Components, and Components of which a system requires only one.
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-- If an Entitiy has all required Components, none of the excluded Components,
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-- and at least one of the oneRequired Components, it matches the Aspects.
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-- This method expects at least one and up to three lists of strings, the names
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-- of components. If no arguments are supplied, the Aspect will not match any
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-- Entities. Will not mutate supplied arguments.
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function Aspect:init(required, excluded, oneRequired)
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local r, e, o = {}, {}, {}
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self[1], self[2], self[3] = r, e, o
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-- Check for empty Aspect
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if not required and not oneRequired then
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self[4] = true
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return
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end
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self[4] = false
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local excludeSet, requiredSet = {}, {}
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-- Iterate through excluded Components
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for _, v in ipairs(excluded or {}) do
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tinsert(e, v)
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excludeSet[v] = true
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end
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-- Iterate through required Components
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for _, v in ipairs(required or {}) do
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if excludeSet[v] then -- If Comp. is required and excluded, empty Aspect
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self[1], self[2], self[3], self[4] = {}, {}, {}, true
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return
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else
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tinsert(r, v)
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requiredSet[v] = true
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end
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end
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-- Iterate through one-required Components
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for _, v in ipairs(oneRequired or {}) do
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if requiredSet[v] then -- If one-required Comp. is also required,
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-- don't need one required Components
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self[3] = {}
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return
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end
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if not excludeSet[v] then
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tinsert(o, v)
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end
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end
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end
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-- Aspect.compose(...)
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-- Composes multiple Aspects into one Aspect. The resulting Aspect will match
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-- any Entity that matches all sub Aspects.
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function Aspect.compose(...)
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local newa = {{}, {}, {}}
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for _, a in ipairs{...} do
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if a[4] then -- Aspect must be empty Aspect
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return Aspect()
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end
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for i = 1, 3 do
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for _, c in ipairs(a[i]) do
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tinsert(newa[i], c)
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end
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end
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end
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return Aspect(newa[1], newa[2], newa[3])
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end
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-- Aspect:matches(entity)
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-- Returns boolean indicating if an Entity matches the Aspect.
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function Aspect:matches(entity)
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-- Aspect is the empty Aspect
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if self[4] then return false end
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local rs, es, os = self[1], self[2], self[3]
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-- Assert Entity has all required Components
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for i = 1, #rs do
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local r = rs[i]
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if entity[r] == nil then return false end
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end
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-- Assert Entity has no excluded Components
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for i = 1, #es do
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local e = es[i]
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if entity[e] ~= nil then return false end
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end
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-- if Aspect has at least one Component in the one-required
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-- field, assert that the Entity has at least one of these.
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if #os >= 1 then
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for i = 1, #os do
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local o = os[i]
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if entity[o] ~= nil then return true end
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end
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return false
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end
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return true
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end
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function Aspect:__tostring()
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if self[4] then
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return "TinyAspect<>"
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else
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return "TinyAspect<Required: {" ..
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tconcat(self[1], ", ") ..
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"}, Excluded: {" ..
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tconcat(self[2], ", ") ..
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"}, One Req.: {" ..
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tconcat(self[3], ", ") ..
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"}>"
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end
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end
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----- System -----
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-- System(preupdate, update, [aspect, addCallback, removeCallback])
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-- Creates a new System with the given aspect and update callback. The update
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-- callback should be a function of one parameter, an entity. If no aspect is
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-- provided the empty Aspect, which matches no Entity, is used. Preupdate is a
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-- function of no arguments that is called once per system update before the
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-- entities are updated. The add and remove callbacks are optional functions
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-- that are called when entities are added or removed from the system. They
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-- should each take one argument - an Entity.
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function System:init(preupdate, update, aspect, add, remove)
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-- Initializes a System.
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function System:init(preupdate, filter, update, add, remove)
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self.preupdate = preupdate
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self.update = update
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self.aspect = aspect or Aspect()
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self.filter = filter
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self.add = add
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self.remove = remove
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end
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@ -192,16 +46,15 @@ function System:__tostring()
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self.preupdate ..
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", update: " ..
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self.update ..
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", aspect: " ..
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self.aspect ..
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", filter: " ..
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self.filter ..
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">"
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end
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----- World -----
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-- --- World --- --
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local World = class()
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-- World(...)
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-- Creates a new World with the given Systems and Entities in order.
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-- Initializes a World.
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function World:init(...)
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-- Table of Entities to status
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@ -252,7 +105,7 @@ end
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-- Adds Entities and Systems to the World. New objects will enter the World the
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-- next time World:update(dt) is called. Also call this method when an Entity
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-- has had its Components changed, such that it matches different Aspects.
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-- has had its Components changed, such that it matches different Filters.
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function World:add(...)
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local args = {...}
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local status = self.status
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@ -275,11 +128,12 @@ end
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function World:remove(...)
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local args = {...}
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local status = self.status
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local entities = self.entities
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local systemsToRemove = self.systemsToRemove
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for _, obj in ipairs(args) do
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if getmetatable(obj) == System then
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tinsert(systemsToRemove, obj)
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else -- Assume obj is an Entity
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elseif entities[obj] then -- Assume obj is an Entity
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status[obj] = "remove"
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end
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end
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@ -360,9 +214,11 @@ function World:manageSystems()
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systemIndices[sys] = #systems
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activeSystems[sys] = true
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local a = sys.aspect
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for e in pairs(entities) do
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es[e] = a:matches(e) and true or nil
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local a = sys.filter
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if a then
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for e in pairs(entities) do
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es[e] = a(e) and true or nil
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end
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end
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deltaSystemCount = deltaSystemCount + 1
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@ -391,19 +247,22 @@ function World:manageEntities()
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if s == "add" then
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deltaEntityCount = deltaEntityCount + 1
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for sys, es in pairs(systemEntities) do
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local matches = sys.aspect:matches(e) and true or nil
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local addCallback = sys.add
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if addCallback and matches and not es[e] then
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addCallback(e)
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local filter = sys.filter
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if filter then
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local matches = filter(e) and true or nil
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local addCallback = sys.add
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if addCallback and matches and not es[e] then
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addCallback(e)
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end
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es[e] = matches
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end
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es[e] = matches
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end
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elseif s == "remove" then
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deltaEntityCount = deltaEntityCount - 1
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entities[e] = nil
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for sys, es in pairs(systemEntities) do
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local removec = sys.remove
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if removec then
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if es[e] and removec then
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removec(e)
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end
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es[e] = nil
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@ -467,4 +326,62 @@ function World:setSystemActive(system, active)
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self.activeSystem[system] = active and true or nil
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end
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-- --- Top Level module functions --- --
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--- Creates a new tiny-ecs World.
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function tiny.newWorld(...)
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return World(...)
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end
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--- Makes a Filter that filters Entities with specified Components.
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-- An Entity must have all Components to match the filter.
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function tiny.requireAll(...)
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local components = {...}
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local len = #components
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return function(e)
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local c
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for i = 1, len do
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c = components[i]
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if e[c] == nil then
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return false
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end
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end
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return true
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end
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end
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--- Makes a Filter that filters Entities with specified Components.
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-- An Entity must have at least one specified Component to match the filter.
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function tiny.requireOne(...)
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local components = {...}
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local len = #components
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return function(e)
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local c
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for i = 1, len do
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c = components[i]
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if e[c] ~= nil then
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return true
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end
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end
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return false
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end
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end
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--- Creates a System that doesn't update any Entities, but executes a callback
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-- once per update.
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function tiny.emptySystem(callback)
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return System(callback)
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end
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--- Creates a System that processes Entities every update. Also provides
|
||||
-- optional callbacks for when Entities are added or removed from the System.
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function tiny.processingSystem(filter, entityCallback, onAdd, onRemove)
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return System(nil, filter, entityCallback, onAdd, onRemove)
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end
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--- Creates a System.
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function tiny.system(callback, filter, entityCallback, onAdd, onRemove)
|
||||
return System(callback, filter, entityCallback, onAdd, onRemove)
|
||||
end
|
||||
|
||||
return tiny
|
||||
|
Loading…
Reference in New Issue
Block a user