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README.md
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README.md
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# Jojo #
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Jojo is an Entity Component System for lua that's simple, flexible, and useful.
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# tiny-ecs #
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Tiny-ecs is an Entity Component System for lua that's simple, flexible, and useful.
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Because of lua's tabular nature, Entity Component Systems are a natural choice
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for simulating large and complex systems. For more explanation on Entity
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Component Systems, here is some
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[basic info](http://en.wikipedia.org/wiki/Entity_component_system "Wikipedia").
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## Use It ##
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Copy paste jojo.lua into your source folder.
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Copy paste tiny.lua into your source folder.
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## Overview ##
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Jojo has four important types: Worlds, Aspects, Systems, and Entities.
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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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### Entities ###
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@ -19,11 +19,11 @@ do logic on data. Henceforth, a key-value pair in an Entity will
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be referred to as a Component.
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### Worlds ###
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Worlds are the outermost containers in Jojo that contain both Systems
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Worlds are the outermost containers in tiny-ecs that contain both Systems
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and Entities. In typical use, only one World is used at a time.
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### Systems ###
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Systems in Jojo describe how to update Entities. Systems select certain Entities
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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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@ -39,15 +39,11 @@ are equivalent to the union of all sub-Aspects.
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## Example ##
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```lua
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local jojo = require("jojo")
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local tiny = require("tiny")
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local World = jojo.World
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local Aspect = jojo.Aspect
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local System = jojo.System
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local personAspect = tiny.Aspect({"name", "mass", "phrase"})
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local personAspect = Aspect({"name", "mass", "phrase"})
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local talkingSystem = System(
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local talkingSystem = tiny.System(
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nil,
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function (p, delta)
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p.mass = p.mass + delta * 3
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@ -63,7 +59,7 @@ local joe = {
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hairColor = "brown"
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}
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local world = World(talkingSystem, joe)
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local world = tiny.World(talkingSystem, joe)
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for i = 1, 20 do
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world:update(1)
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@ -71,7 +67,7 @@ end
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```
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## Testing ##
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Jojo uses [busted](http://olivinelabs.com/busted/) for testing. Install and run
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Tiny-ecs uses [busted](http://olivinelabs.com/busted/) for testing. Install and run
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`busted` from the command line to test.
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## TODO ##
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@ -80,3 +76,4 @@ Jojo uses [busted](http://olivinelabs.com/busted/) for testing. Install and run
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* More testing
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* Performance testing / optimization
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* API outside of source code
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* Add more complete examples
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local jojo = require "jojo"
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local tiny = require "tiny"
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local World = jojo.World
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local Aspect = jojo.Aspect
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local System = jojo.System
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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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@ -50,7 +50,7 @@ local entityTemplate3 = {
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description = "The smallest entity."
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}
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describe('Jojo:', function()
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describe('tiny-ecs:', function()
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describe('Aspect:', function()
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local jojo = {
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_VERSION = "0.1.0",
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_URL = "https://github.com/bakpakin/Jojo",
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_DESCRIPTION = "jojo - Entity Component System for lua."
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local tiny = {
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_VERSION = "0.2.0",
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_URL = "https://github.com/bakpakin/tiny-ecs",
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_DESCRIPTION = "tiny-ecs - Entity Component System for lua."
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}
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local tinsert = table.insert
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@ -34,9 +34,9 @@ local World = class("World")
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local Aspect = class("Aspect")
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local System = class("System")
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jojo.World = World
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jojo.Aspect = Aspect
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jojo.System = System
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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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@ -156,9 +156,9 @@ end
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function Aspect:__tostring()
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if self[4] then
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return "JojoAspect<>"
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return "TinyAspect<>"
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else
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return "JojoAspect<Required: {" ..
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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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@ -188,7 +188,7 @@ function System:init(preupdate, update, aspect, add, remove)
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end
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function System:__tostring()
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return "JojoSystem<preupdate: " ..
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return "TinySystem<preupdate: " ..
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self.preupdate ..
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", update: " ..
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self.update ..
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@ -241,7 +241,7 @@ function World:init(...)
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end
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function World:__tostring()
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return "JojoWorld<systemCount: " ..
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return "TinyWorld<systemCount: " ..
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self.systemCount ..
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", entityCount: " ..
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self.entityCount ..
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@ -467,4 +467,4 @@ 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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return jojo
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return tiny
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