Update tiny-ecs to 1.1-2

This commit is contained in:
bakpakin 2015-05-17 08:13:19 +08:00
parent a63329422d
commit be56780b88
10 changed files with 344 additions and 172 deletions

View File

@ -1,14 +1,39 @@
--[[
Copyright (c) 2015 Calvin Rose
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
--- @module tiny-ecs
-- @author Calvin Rose
local tiny = { _VERSION = "1.0-2" }
-- @license MIT
-- @copyright 2015
local tiny = { _VERSION = "1.1-2" }
-- Local versions of standard lua functions
local tinsert = table.insert
local tremove = table.remove
local tsort = table.sort
local pairs = pairs
local ipairs = ipairs
local setmetatable = setmetatable
local type = type
local select = select
-- Local versions of the library functions
local tiny_manageEntities
@ -22,20 +47,57 @@ local tiny_remove
--- Filter functions.
-- A Filter is a function that selects which Entities apply to a System.
-- Filters take two parameters, the System and the Entity, and return a boolean
-- value indicating if the Entity should be processed by the System.
--
-- Filters must be added to Systems by setting the `filter` field of the System.
-- Filter's returned by `tiny.requireAll` and `tiny.requireAny` are immutable
-- and can be used by multiple Systems.
--
-- local f1 = tiny.requireAll("position", "velocity", "size")
-- local f2 = tiny.requireAny("position", "velocity", "size")
--
-- local e1 = {
-- position = {2, 3},
-- velocity = {3, 3},
-- size = {4, 4}
-- }
--
-- local entity2 = {
-- position = {4, 5},
-- size = {4, 4}
-- }
--
-- local e3 = {
-- position = {2, 3},
-- velocity = {3, 3}
-- }
--
-- print(f1(nil, e1), f1(nil, e2), f1(nil, e3)) -- prints true, false, false
-- print(f2(nil, e1), f2(nil, e2), f2(nil, e3)) -- prints true, true, true
--
-- Filters can also be passed as arguments to other Filter constructors. This is
-- a powerful way to create complex, custom Filters that select a very specific
-- set of Entities.
--
-- -- Selects Entities with an "image" Component, but not Entities with a
-- -- "Player" or "Enemy" Component.
-- filter = tiny.requireAll("image", tiny.rejectAny("Player", "Enemy"))
--
-- @section Filter
--- Makes a Filter that filters Entities with specified Components.
-- An Entity must have all Components to match the filter.
-- @param ... List of Components
--- Makes a Filter that selects Entities with all specified Components and
-- Filters.
-- @param ... List of required Components and other Filters.
function tiny.requireAll(...)
local components = {...}
local len = #components
return function(_, e)
return function(system, e)
local c
for i = 1, len do
c = components[i]
if type(c) == 'function' then
if not c(_, e) then
if not c(system, e) then
return false
end
elseif e[c] == nil then
@ -46,18 +108,18 @@ function tiny.requireAll(...)
end
end
--- Makes a Filter that filters Entities with specified Components.
-- An Entity must have at least one specified Component to match the filter.
-- @param ... List of Components
function tiny.requireOne(...)
--- Makes a Filter that selects Entities with at least one of the specified
-- Components and Filters.
-- @param ... List of required Components and other Filters.
function tiny.requireAny(...)
local components = {...}
local len = #components
return function(_, e)
return function(system, e)
local c
for i = 1, len do
c = components[i]
if type(c) == 'function' then
if c(_, e) then
if c(system, e) then
return true
end
elseif e[c] ~= nil then
@ -68,8 +130,89 @@ function tiny.requireOne(...)
end
end
--- Makes a Filter that rejects Entities with all specified Components and
-- Filters, and selects all other Entities.
-- @param ... List of required Components and other Filters.
function tiny.rejectAll(...)
local components = {...}
local len = #components
return function(system, e)
local c
for i = 1, len do
c = components[i]
if type(c) == 'function' then
if not c(system, e) then
return true
end
elseif e[c] == nil then
return true
end
end
return false
end
end
--- Makes a Filter that rejects Entities with at least one of the specified
-- Components and Filters, and selects all other Entities.
-- @param ... List of required Components and other Filters.
function tiny.rejectAny(...)
local components = {...}
local len = #components
return function(system, e)
local c
for i = 1, len do
c = components[i]
if type(c) == 'function' then
if c(system, e) then
return false
end
elseif e[c] ~= nil then
return false
end
end
return true
end
end
--- System functions.
-- A System is a wrapper around function callbacks for manipulating Entities.
-- Systems are implemented as tables that contain at least one method;
-- an update function that takes parameters like so:
--
-- * `function system:update(dt)`.
--
-- There are also a few other optional callbacks:
--
-- * `function system:filter(entity)`
-- * `function system:onAdd(entity)`
-- * `function system:onRemove(entity)`
-- * `function system:onModify(dt)`
--
-- For Filters, it is convenient to use `tiny.requireAll` or `tiny.requireAny`,
-- but one can write their own filters as well. Set the Filter of a System like
-- so:
-- system.filter = tiny.requireAll("a", "b", "c")
-- or
-- function system:filter(entity)
-- return entity.myRequiredComponentName ~= nil
-- end
--
-- All Systems also have a few important fields that are initialized when the
-- system is added to the World. A few are important, and few should be less
-- commonly used.
--
-- * The `active` flag is whether or not the System is updated automatically.
-- Inactive Systems should be updated manually or not at all via
-- `system:update(dt)`. Defaults to true.
-- * The 'entities' field is an ordered list of Entities in the System. This
-- list can be used to quickly iterate through all Entities in a System.
-- * The `indices` field is a table of Entity keys to their indices in the
-- `entities` list. Most Systems can ignore this.
-- * The `modified` flag is an indicator if the System has been modified in
-- the last update. If so, the `onModify` callback will be called on the System
-- in the next update, if it has one. This is usually managed by tiny-ecs, so
-- users should mostly ignore this, too.
--
-- @section System
-- Use an empty table as a key for identifying Systems. Any table that contains
@ -81,34 +224,25 @@ local function isSystem(table)
return table[systemTableKey]
end
--- Creates a System. Systems are tables that contain at least one field;
-- an update function that takes parameters like so:
-- `function system:update(entities, dt)`. `entities` is an unordered table of
-- Entities with Entities as KEYS, and `dt` is the delta time. There are also a
-- few other optional callbacks:
-- `function system:filter(entity)` - returns a boolean,
-- `function system:onAdd(entity)` - returns nil,
-- `function system:onRemove(entity)` - returns nil.
-- For Filters, it is conveient to use `tiny.requireAll` or `tiny.requireOne`,
-- but one can write their own filters as well.
--- Creates a default System.
-- @param table A table to be used as a System, or `nil` to create a new System.
-- @return A new System or System class
function tiny.system(table)
if table == nil then
table = {}
end
table = table or {}
table[systemTableKey] = true
return table
end
-- Update function for all Processing Systems.
local function processingSystemUpdate(system, entities, dt)
local function processingSystemUpdate(system, dt)
local entities = system.entities
local preProcess = system.preProcess
local process = system.process
local postProcess = system.postProcess
local entity
if preProcess then
preProcess(system, entities, dt)
preProcess(system, dt)
end
if process then
@ -120,41 +254,88 @@ local function processingSystemUpdate(system, entities, dt)
end
if postProcess then
postProcess(system, entities, dt)
postProcess(system, dt)
end
end
--- Creates a Processing System. A Processing System iterates through its
-- Entities in no particluar order, and updates them individually. It has two
-- important fields, `function system:process(entity, dt)`, and `function
-- system:filter(entity)`. `entities` is Entities,
-- and `dt` is the delta time. There are also a few other
-- optional callbacks:
-- `function system:preProcess(entities, dt)` - returns nil,
-- `function system:postProcess(entities, dt)` - returns nil,
-- `function system:onAdd(entity)` - returns nil,
-- `function system:onRemove(entity)` - returns nil.
-- For Filters, it is conveient to use `tiny.requireAll` or `tiny.requireOne`,
-- but one can write their own filters as well.
--- Creates a Processing System.
--
-- A Processing System iterates through its Entities in no particluar order, and
-- updates them individually. It has two important fields:
--
-- * `function system:process(entity, dt)`
-- * `function system:filter(entity)`
--
-- There are also a few other optional callbacks, including the optional
-- callbacks in `tiny.system`:
--
-- * `function system:preProcess(entities, dt)`
-- * `function system:postProcess(entities, dt)`
--
-- @param table A table to be used as a System, or `nil` to create a new
-- Processing System.
-- @see system
-- @return A new Processing System or Processing System class
function tiny.processingSystem(table)
if table == nil then
table = {}
end
table = table or {}
table[systemTableKey] = true
table.update = processingSystemUpdate
return table
end
-- Sorts Systems by a function system.sort(entity1, entity2) on modify.
local function sortedSystemOnModify(system, dt)
local entities = system.entities
local entityIndices = system.entityIndices
local sortDelegate = system.sortDelegate
if not sortDelegate then
local compare = system.compare
sortDelegate = function(e1, e2)
compare(system, e1, e2)
end
system.sortDelegate = sortDelegate
end
tsort(entities, sortDelegate)
for i = 1, #entities do
local entity = entities[i]
entityIndices[entity] = i
end
end
--- Creates a Sorted Processing System. A Sorted System iterates through its
-- Entities in a specific order, and updates them individually. It has three
-- important methods:
--
-- * `function system:process(entity, dt)`
-- * `function system:compare(entity1, entity2)`
-- * `function system:filter(entity)`
--
-- Sorted Systems have the same optitonal callbacks as ProcessingSystems.
-- @param table A table to be used as a System, or `nil` to create a new
-- Sorted System.
-- @see system
-- @see processingSystem
-- @return A new Sorted System or Sorted System class
function tiny.sortedSystem(table)
table = table or {}
table[systemTableKey] = true
table.update = processingSystemUpdate
table.onModify = sortedSystemOnModify
table.sort = sortedSystemOnModify
return table
end
--- World functions.
-- A World is a container that manages Entities and Systems. The tiny-ecs module
-- is set to be the `__index` of all World tables, so the often clearer syntax of
-- World:method can be used for any function in the library. For example,
-- `tiny.add(world, e1, e2, e3)` is the same as `world:add(e1, e2, e3).`
-- A World is a container that manages Entities and Systems. Typically, a
-- program uses one World at a time.
--
-- For all World functions except `tiny.world(...)`, object-oriented syntax can
-- be used instead of the documented syntax. For example,
-- `tiny.add(world, e1, e2, e3)` is the same as `world:add(e1, e2, e3)`.
-- @section World
local worldMetaTable = { __index = tiny }
-- Forward declaration
local worldMetaTable
--- Creates a new World.
-- Can optionally add default Systems and Entities.
@ -199,9 +380,8 @@ function tiny.world(...)
end
--- Adds an Entity to the world.
-- The new Entity will enter the world next time World:update is called.
-- Also call this on Entities that have changed Components such that it
-- matches different systems.
-- Also call this on Entities that have changed Components such that they
-- match different Filters.
-- @param world
-- @param entity
function tiny.addEntity(world, entity)
@ -214,7 +394,6 @@ end
tiny_addEntity = tiny.addEntity
--- Adds a System to the world.
-- The new System will enter the world next time World:update is called.
-- @param world
-- @param system
function tiny.addSystem(world, system)
@ -224,27 +403,26 @@ end
tiny_addSystem = tiny.addSystem
--- Shortcut for adding multiple 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 Filters.
-- @param world
-- @param ... Systems and Entities
-- @see addEntity
-- @see addSystem
function tiny.add(world, ...)
local args = {...}
for _, obj in ipairs(args) do
local obj
for i = 1, select("#", ...) do
obj = select(i, ...)
if obj then
if isSystem(obj) then
tiny_addSystem(world, obj)
else -- Assume obj is an Entity
tiny_addEntity(world, obj)
end
end
end
end
tiny_add = tiny.add
--- Removes an Entity to the World.
-- The Entity will exit the World next time World:update is called.
-- Also call this on Entities that have changed Components such that it
-- matches different systems.
-- @param world
-- @param entity
function tiny.removeEntity(world, entity)
@ -254,7 +432,6 @@ end
tiny_removeEntity = tiny.removeEntity
--- Removes a System from the world.
-- The System will exit the World next time World:update is called.
-- @param world
-- @param system
function tiny.removeSystem(world, system)
@ -264,34 +441,27 @@ end
tiny_removeSystem = tiny.removeSystem
--- Shortcut for removing multiple Entities and Systems from the World.
-- Objects will exit the World the next time World:update(dt) is called.
-- @param world
-- @param ... Systems and Entities
-- @see removeEntity
-- @see removeSystem
function tiny.remove(world, ...)
local args = {...}
for _, obj in ipairs(args) do
local obj
for i = 1, select("#", ...) do
obj = select(i, ...)
if obj then
if isSystem(obj) then
tiny_removeSystem(world, obj)
else -- Assume obj is an Entity
tiny_removeEntity(world, obj)
end
end
end
end
tiny_remove = tiny.remove
--- Updates a System.
-- @param world
-- @param system A System in the World to update
-- @param dt Delta time
function tiny.updateSystem(world, system, dt)
local es = world.systemEntities[system]
system:update(es, dt)
end
--- Adds and removes Systems that have been marked from the World.
-- The user of this library should seldom if ever call this.
-- @param world
function tiny.manageSystems(world)
-- Adds and removes Systems that have been marked from the World.
function tiny_manageSystems(world)
local s2a, s2r = world.systemsToAdd, world.systemsToRemove
@ -303,18 +473,17 @@ function tiny.manageSystems(world)
local systemIndices = world.systemIndices
local entities = world.entities
local systems = world.systems
local system, systemData, index, filter, entityList, entityIndices, entityIndex, onRemove, onAdd
local system, index, filter
local entityList, entityIndices, entityIndex, onRemove, onAdd
-- Remove Systems
for i = 1, #s2r do
system = s2r[i]
index = systemIndices[system]
if index then
systemData = systems[index]
onRemove = system.onRemove
if onRemove then
entityList = systemData.entities
entityList = system.entities
for j = 1, #entityList do
onRemove(system, entityList[j])
end
@ -322,7 +491,7 @@ function tiny.manageSystems(world)
systemIndices[system] = nil
tremove(systems, index)
for j = index, #systems do
systemIndices[systems[j].system] = j
systemIndices[systems[j]] = j
end
end
s2r[i] = nil
@ -334,10 +503,13 @@ function tiny.manageSystems(world)
if not systemIndices[system] then
entityList = {}
entityIndices = {}
systemData = { system = system, entities = entityList, indices = entityIndices, active = true }
system.entities = entityList
system.indices = entityIndices
system.active = true
system.modified = true
index = #systems + 1
systemIndices[system] = index
systems[index] = systemData
systems[index] = system
-- Try to add Entities
onAdd = system.onAdd
@ -359,12 +531,9 @@ function tiny.manageSystems(world)
end
end
tiny_manageSystems = tiny.manageSystems
--- Adds and removes Entities that have been marked.
-- The user of this library should seldom if ever call this.
-- @param world
function tiny.manageEntities(world)
-- Adds and removes Entities that have been marked.
function tiny_manageEntities(world)
local e2a, e2r = world.entitiesToAdd, world.entitiesToRemove
@ -376,7 +545,8 @@ function tiny.manageEntities(world)
local entities = world.entities
local systems = world.systems
local entityCount = world.entityCount
local entity, system, systemData, index, onRemove, onAdd, ses, seis, filter, tmpEntity
local entity, system, index
local onRemove, onAdd, ses, seis, filter, tmpEntity
-- Remove Entities
for i = 1, #e2r do
@ -385,13 +555,13 @@ function tiny.manageEntities(world)
entities[entity] = nil
for j = 1, #systems do
systemData = systems[j]
system = systemData.system
ses = systemData.entities
seis = systemData.indices
system = systems[j]
ses = system.entities
seis = system.indices
index = seis[entity]
if index then
system.modified = true
tmpEntity = ses[#ses]
ses[index] = tmpEntity
seis[tmpEntity] = index
@ -418,12 +588,12 @@ function tiny.manageEntities(world)
entities[entity] = true
for j = 1, #systems do
systemData = systems[j]
system = systemData.system
ses = systemData.entities
seis = systemData.indices
system = systems[j]
ses = system.entities
seis = system.indices
filter = system.filter
if filter and filter(system, entity) then
system.modified = true
index = #ses + 1
ses[index] = entity
seis[entity] = index
@ -444,11 +614,9 @@ function tiny.manageEntities(world)
world.entityCount = entityCount
end
tiny_manageEntities = tiny.manageEntities
--- Updates the World.
-- Frees Entities that have been marked for freeing, adds
-- entities that have been marked for adding, etc.
-- Put this in your main loop.
-- @param world
-- @param dt Delta time
function tiny.update(world, dt)
@ -457,20 +625,31 @@ function tiny.update(world, dt)
tiny_manageEntities(world)
local systems = world.systems
local systemData
local system, update, onModify, entities
-- Iterate through Systems IN ORDER
for i = 1, #systems do
systemData = systems[i]
if systemData.active then
systemData.system:update(systemData.entities, dt)
system = systems[i]
if system.active then
-- Call the modify callback on Systems that have been modified.
onModify = system.onModify
if onModify and system.modified then
onModify(system, dt)
end
--Update Systems that have an update method (most Systems)
update = system.update
if update then
update(system, dt)
end
system.modified = false
end
end
end
--- Removes all Entities from the World.
-- When World:update(dt) is next called,
-- all Entities will be removed.
-- @param world
function tiny.clearEntities(world)
for e in pairs(world.entities) do
@ -479,80 +658,76 @@ function tiny.clearEntities(world)
end
--- Removes all Systems from the World.
-- When World:update(dt) is next called,
-- all Systems will be removed.
-- @param world
function tiny.clearSystems(world)
local systems = world.systems
for i = #systems, 1, -1 do
tiny_removeSystem(world, systems[i].system)
tiny_removeSystem(world, systems[i])
end
end
--- Gets count of Entities in World.
--- Gets number of Entities in the World.
-- @param world
-- @return An integer
function tiny.getEntityCount(world)
return world.entityCount
end
--- Gets count of Systems in World.
--- 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
--- 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
function tiny.getSystemIndex(world, system)
return world.systemIndices[system]
end
--- Sets the index of a System in the world. Changes the order in
--- 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
function tiny.setSystemIndex(world, system, index)
local systemIndices = world.systemIndices
local oldIndex = systemIndices[system]
local systems = world.systems
local systemData = systems[oldIndex]
local system = systems[oldIndex]
tremove(systems, oldIndex)
tinsert(systems, index, systemData)
tinsert(systems, index, system)
for i = oldIndex, index, index >= oldIndex and 1 or -1 do
systemIndices[systems[i].system] = i
systemIndices[systems[i]] = i
end
return oldIndex
end
--- Activates Systems in the World.
-- Activated Systems will be update whenever tiny.update(world, dt) is called.
-- @param world
-- @param ... Systems to activate. The Systems must already be added to the
-- World.
function tiny.activate(world, ...)
local args = {...}
for _, system in ipairs(args) do
world.systems[world.systemIndices[system]].active = true
end
end
--- Deactivates Systems in the World.
-- Deactivated Systems must be update manually, and will not update when the
-- rest of World updates. They will, however, process new Entities added while
-- the System is deactivated.
-- @param world
-- @param ... Systems to deactivate. The Systems must already be added to the
-- World.
function tiny.deactivate(world, ...)
local args = {...}
for _, system in ipairs(args) do
world.systems[world.systemIndices[system]].active = false
end
end
-- Construct world metatable.
worldMetaTable = {
__index = {
add = tiny.add,
addEntity = tiny.addEntity,
addSystem = tiny.addSystem,
remove = tiny.remove,
removeEntity = tiny.removeEntity,
update = tiny.update,
clearEntities = tiny.clearEntities,
clearSystems = tiny.clearSystems,
getEntityCount = tiny.getEntityCount,
getSystemCount = tiny.getSystemCount,
getSystemIndex = tiny.getSystemIndex,
setSystemIndex = tiny.setSystemIndex
}
}
return tiny

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@ -26,8 +26,8 @@ function Intro:load()
require ("src.systems.TileMapRenderSystem")(camera, tileMap),
require ("src.systems.SpriteSystem")(camera, "bg"),
require ("src.systems.SpriteSystem")(camera, "fg"),
require ("src.systems.HudSystem")(self, "hudBg"),
require ("src.systems.HudSystem")(self, "hudFg"),
require ("src.systems.HudSystem")("hudBg"),
require ("src.systems.HudSystem")("hudFg"),
TransitionScreen(),
ScreenSplash(0.5, 0.2, "Cammando Kibbles"),
ScreenSplash(0, 0, "Created by bakpakin for Ludum Dare 32", 300, assets.fnt_reallysmallhud, "left", 20, 20),

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@ -63,8 +63,8 @@ function Level:load()
require ("src.systems.SpriteSystem")(camera, "bg"),
require ("src.systems.SpriteSystem")(camera, "fg"),
require ("src.systems.LifetimeSystem")(),
require ("src.systems.HudSystem")(self, "hudBg"),
require ("src.systems.HudSystem")(self, "hudFg"),
require ("src.systems.HudSystem")("hudBg"),
require ("src.systems.HudSystem")("hudFg"),
require ("src.systems.WaveSystem")(self),
require ("src.systems.SpawnSystem")(self),
require ("src.entities.MainHud")(self),

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@ -4,7 +4,7 @@ function DrawBackgroundSystem:init(r, g, b)
self.r, self.g, self.b = r, g, b
end
function DrawBackgroundSystem:update(entities, dt)
function DrawBackgroundSystem:update(dt)
local r1, g1, b1, a = love.graphics.getColor()
love.graphics.setColor(self.r, self.g, self.b, 255)
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())

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@ -1,7 +1,6 @@
local HudSystem = tiny.processingSystem(class "HudSystem")
function HudSystem:init(levelState, layerFlag)
self.levelState = levelState
function HudSystem:init(layerFlag)
self.filter = tiny.requireAll("drawHud", layerFlag)
end

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@ -9,7 +9,7 @@ function SpawnSystem:init(levelState)
self.time = 0
end
function SpawnSystem:update(entities, dt)
function SpawnSystem:update(dt)
self.time = self.time + dt
local levelState = self.levelState
if levelState.isSpawning and levelState.enemiesSpawned < levelState.totalEnemiesToKill and self.time >= levelState.spawnInterval then

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@ -5,11 +5,11 @@ function SpriteSystem:init(camera, layerFlag)
self.filter = tiny.requireAll("sprite", "pos", layerFlag)
end
function SpriteSystem:preProcess(entities, dt)
function SpriteSystem:preProcess(dt)
self.camera:apply()
end
function SpriteSystem:postProcess(entities, dt)
function SpriteSystem:postProcess(dt)
self.camera:remove()
love.graphics.setColor(255, 255, 255, 255)
end

View File

@ -9,7 +9,7 @@ function TileMapRenderSystem:init(camera, tileMap)
end
end
function TileMapRenderSystem:update(entities, dt)
function TileMapRenderSystem:update(dt)
self.camera:draw(self.drawFn)
end

View File

@ -2,7 +2,7 @@ local TimerEvent = require "src.entities.TimerEvent"
local WaveSystem = tiny.system(class "WaveSystem")
WaveSystem.filter = tiny.requireOne("isEnemy")
WaveSystem.filter = tiny.requireAll("isEnemy")
function WaveSystem:init(levelState)
self.levelState = levelState
@ -22,6 +22,4 @@ function WaveSystem:onRemove(e)
end
end
function WaveSystem:update(entities, dt) end
return WaveSystem