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Update to version 1.1-4.
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<h2><a href="#System_functions">System functions </a></h2>
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<table class="function_list">
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<tr>
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<td class="name" nowrap><a href="#tiny.system">tiny.system (table, attributes)</a></td>
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<td class="summary">Creates a new System or System class.</td>
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<td class="name" nowrap><a href="#tiny.system">tiny.system (table)</a></td>
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<td class="summary">Creates a new System or System class from the supplied table.</td>
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</tr>
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<tr>
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<td class="name" nowrap><a href="#tiny.processingSystem">tiny.processingSystem (table)</a></td>
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<td class="summary">Creates a new Processing System or Processing System class.</td>
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</tr>
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<tr>
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<td class="name" nowrap><a href="#tiny.getSystemEntityCount">tiny.getSystemEntityCount (system)</a></td>
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<td class="summary">Get number of Entities in the System.</td>
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<td class="name" nowrap><a href="#tiny.sortedSystem">tiny.sortedSystem (table)</a></td>
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<td class="summary">Creates a new Sorted System or Sorted System class.</td>
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</tr>
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<tr>
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<td class="name" nowrap><a href="#tiny.sortedProcessingSystem">tiny.sortedProcessingSystem (table)</a></td>
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<td class="summary">Creates a new Sorted Processing System or Sorted Processing System class.</td>
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</tr>
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</table>
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<h2><a href="#World_functions">World functions </a></h2>
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@ -171,8 +175,8 @@
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value indicating if the Entity should be processed by the System.</p>
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<p> Filters must be added to Systems by setting the <code>filter</code> field of the System.
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Filter's returned by <a href="index.html#tiny.requireAll">tiny.requireAll</a> and <a href="index.html#tiny.requireAny">tiny.requireAny</a> are immutable
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and can be used by multiple Systems.</p>
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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.</p>
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<pre><code>local f1 = tiny.requireAll("position", "velocity", "size")
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local f2 = tiny.requireAny("position", "velocity", "size")
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@ -313,11 +317,17 @@ end
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commonly used.</p>
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<ul>
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<li>The <a href="index.html#tiny.world">world</a> 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.</li>
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<li>The <code>active</code> 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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<code>system:update(dt)</code>. Defaults to true.</li>
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<li>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.</li>
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<li>The <code>interval</code> 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.</li>
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<li>The <code>indices</code> field is a table of Entity keys to their indices in the
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<code>entities</code> list. Most Systems can ignore this.</li>
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<li>The <code>modified</code> flag is an indicator if the System has been modified in
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@ -331,38 +341,11 @@ end
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<dl class="function">
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<dt>
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<a name = "tiny.system"></a>
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<strong>tiny.system (table, attributes)</strong>
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<strong>tiny.system (table)</strong>
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</dt>
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<dd>
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Creates a new System or System class. An optinal list of attributes may be
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passed to specify the behavior of the System. Currently, the three supported
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attributes are <code>"process"</code>, <code>"sorted"</code>, and <code>"interval"</code>.</p>
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<ul>
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<li><code>"process"</code> marks the new System as a Processing System. 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 compared to a vanilla System.
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<ul>
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<li><code>function system:preProcess(entities, dt)</code> - Called before iterating
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over each Entity.</li>
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<li><code>function system:postProcess(entities, dt)</code> - Called for each Entity in
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the System.</li>
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<li><code>function system:process(entity, dt)</code> - Called after iteration.
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Processing Systems have their own <a href="index.html#tiny.update">update</a> method, so don't implement a
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a custom <a href="index.html#tiny.update">update</a> callback for Processing Systems.</li>
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</ul></li>
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<li><code>"sorted"</code> marks the new System as a Sorted System. Sorted Systems sort
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their Entities according to a user-defined method, <code>system:compare(e1, e2)</code>,
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which should return true if <code>e1</code> should come before <code>e2</code> and false otherwise.</li>
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<li><code>"interval"</code> marks the new System as an Interval System. Interval
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Systems are updated regulary according to an interval rather than every time
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the world is update. This is useful for Systems that don't need to be updated
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often or need be deterministic. Interval Systems have a user-defined field
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<code>interval</code> that is the time interval between updates. If no interval is
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specified, a default of 1 is used.</li>
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</ul>
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<p> If <a href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a> is <code>nil</code>, this function uses an empty table.
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Creates a new System or System class from the supplied table. If <a href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a> is
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nil, creates a new table.
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@ -376,8 +359,20 @@ end
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<strong>tiny.processingSystem (table)</strong>
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</dt>
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<dd>
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Creates a new Processing System or Processing System class. Shortcut for
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<code>tiny.system(table, { "process" })</code>.
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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.</p>
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<pre><code> * <code>function system:preProcess(entities, dt)</code> - Called before iterating
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</code></pre>
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<p> over each Entity.</p>
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<pre><code> * <code>function system:process(entities, dt)</code> - Called for each Entity in
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</code></pre>
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<p> the System.</p>
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<pre><code> * <code>function system:postProcess(entity, dt)</code> - Called after iteration.
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</code></pre>
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<p> Processing Systems have their own <a href="index.html#tiny.update">update</a> method, so don't implement a
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a custom <a href="index.html#tiny.update">update</a> callback for Processing Systems.
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@ -391,16 +386,47 @@ end
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</dd>
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<dt>
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<a name = "tiny.getSystemEntityCount"></a>
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<strong>tiny.getSystemEntityCount (system)</strong>
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<a name = "tiny.sortedSystem"></a>
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<strong>tiny.sortedSystem (table)</strong>
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</dt>
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<dd>
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Get number of Entities in the System.
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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, <code>system:compare(e1, e2)</code>,
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which should return true if <code>e1</code> should come before <code>e2</code> and false otherwise.
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Sorted Systems also override the default System's <code>onModify</code> callback, so be
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careful if defining a custom callback. However, for processing the sorted
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entities, consider <code>tiny.sortedProcessingSystem(table)</code>.
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<h3>See also:</h3>
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<ul>
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<a href="index.html#tiny.system">system</a>
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</ul>
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</dd>
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<dt>
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<a name = "tiny.sortedProcessingSystem"></a>
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<strong>tiny.sortedProcessingSystem (table)</strong>
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</dt>
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<dd>
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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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<h3>See also:</h3>
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<ul>
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<li><a href="index.html#tiny.system">system</a></li>
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<li><a href="index.html#tiny.processingSystem">processingSystem</a></li>
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<li><a href="index.html#tiny.sortedSystem">sortedSystem</a></li>
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</ul>
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</dd>
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@ -523,8 +549,9 @@ end
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</dt>
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<dd>
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Updates the World by dt (delta time). Takes an optional parameter, <code>filter</code>,
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which is a Filter that selects Systems from the World. Only selected Systems
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are updated. Put this function in your main loop.
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which is a Filter that selects Systems from the World, and updates only those
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Systems. If <code>filter</code> is not supplied, all Systems are updated. Put this
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function in your main loop.
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@ -627,7 +654,7 @@ end
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</div> <!-- id="main" -->
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<div id="about">
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
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<i style="float:right;">Last updated 2015-06-16 23:50:18 </i>
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<i style="float:right;">Last updated 2015-06-19 19:27:22 </i>
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</div> <!-- id="about" -->
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</div> <!-- id="container" -->
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</body>
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