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730 lines
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730 lines
20 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
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<html>
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<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
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<head>
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<title>tiny-ecs API</title>
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<link rel="stylesheet" href="ldoc_fixed.css" type="text/css" />
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</head>
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<body>
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<div id="container">
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<div id="product">
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<div id="product_logo"></div>
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<div id="product_name"><big><b></b></big></div>
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<div id="product_description"></div>
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</div> <!-- id="product" -->
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<div id="main">
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<!-- Menu -->
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<div id="navigation">
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<br/>
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<h1>tiny-ecs</h1>
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<h2>Contents</h2>
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<ul>
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<li><a href="#Filter_functions">Filter functions </a></li>
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<li><a href="#System_functions">System functions </a></li>
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<li><a href="#World_functions">World functions </a></li>
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</ul>
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<h2>Modules</h2>
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<ul class="$(kind=='Topics' and '' or 'nowrap'">
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<li><strong>tiny-ecs</strong></li>
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</ul>
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</div>
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<div id="content">
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<h1>Module <code>tiny-ecs</code></h1>
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<p>
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</p>
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<p>
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</p>
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<h3>Info:</h3>
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<ul>
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<li><strong>Copyright</strong>: 2016</li>
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<li><strong>License</strong>: MIT</li>
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<li><strong>Author</strong>: Calvin Rose</li>
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</ul>
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<h2><a href="#Filter_functions">Filter 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.requireAll">tiny.requireAll (...)</a></td>
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<td class="summary">Makes a Filter that selects Entities with all specified Components and
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Filters.</td>
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</tr>
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<tr>
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<td class="name" nowrap><a href="#tiny.requireAny">tiny.requireAny (...)</a></td>
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<td class="summary">Makes a Filter that selects Entities with at least one of the specified
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Components and Filters.</td>
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</tr>
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<tr>
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<td class="name" nowrap><a href="#tiny.rejectAll">tiny.rejectAll (...)</a></td>
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<td class="summary">Makes a Filter that rejects Entities with all specified Components and
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Filters, and selects all other Entities.</td>
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</tr>
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<tr>
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<td class="name" nowrap><a href="#tiny.rejectAny">tiny.rejectAny (...)</a></td>
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<td class="summary">Makes a Filter that rejects Entities with at least one of the specified
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Components and Filters, and selects all other Entities.</td>
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</tr>
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<tr>
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<td class="name" nowrap><a href="#tiny.filter">tiny.filter (pattern)</a></td>
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<td class="summary">Makes a Filter from a string.</td>
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</tr>
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</table>
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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)</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.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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<table class="function_list">
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<tr>
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<td class="name" nowrap><a href="#tiny.world">tiny.world (...)</a></td>
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<td class="summary">Creates a new World.</td>
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</tr>
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<tr>
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<td class="name" nowrap><a href="#tiny.addEntity">tiny.addEntity (world, entity)</a></td>
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<td class="summary">Adds an Entity to the world.</td>
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</tr>
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<tr>
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<td class="name" nowrap><a href="#tiny.addSystem">tiny.addSystem (world, system)</a></td>
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<td class="summary">Adds a System to the world.</td>
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</tr>
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<tr>
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<td class="name" nowrap><a href="#tiny.add">tiny.add (world, ...)</a></td>
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<td class="summary">Shortcut for adding multiple Entities and Systems to the World.</td>
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</tr>
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<tr>
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<td class="name" nowrap><a href="#tiny.removeEntity">tiny.removeEntity (world, entity)</a></td>
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<td class="summary">Removes an Entity from the World.</td>
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</tr>
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<tr>
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<td class="name" nowrap><a href="#tiny.removeSystem">tiny.removeSystem (world, system)</a></td>
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<td class="summary">Removes a System from the world.</td>
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</tr>
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<tr>
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<td class="name" nowrap><a href="#tiny.remove">tiny.remove (world, ...)</a></td>
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<td class="summary">Shortcut for removing multiple Entities and Systems from the World.</td>
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</tr>
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<tr>
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<td class="name" nowrap><a href="#tiny.refresh">tiny.refresh (world)</a></td>
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<td class="summary">Manages Entities and Systems marked for deletion or addition.</td>
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</tr>
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<tr>
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<td class="name" nowrap><a href="#tiny.update">tiny.update (world, dt, filter)</a></td>
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<td class="summary">Updates the World by dt (delta time).</td>
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</tr>
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<tr>
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<td class="name" nowrap><a href="#tiny.clearEntities">tiny.clearEntities (world)</a></td>
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<td class="summary">Removes all Entities from the World.</td>
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</tr>
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<tr>
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<td class="name" nowrap><a href="#tiny.clearSystems">tiny.clearSystems (world)</a></td>
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<td class="summary">Removes all Systems from the World.</td>
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</tr>
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<tr>
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<td class="name" nowrap><a href="#tiny.getEntityCount">tiny.getEntityCount (world)</a></td>
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<td class="summary">Gets number of Entities in the World.</td>
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</tr>
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<tr>
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<td class="name" nowrap><a href="#tiny.getSystemCount">tiny.getSystemCount (world)</a></td>
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<td class="summary">Gets number of Systems in World.</td>
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</tr>
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<tr>
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<td class="name" nowrap><a href="#tiny.setSystemIndex">tiny.setSystemIndex (world, system, index)</a></td>
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<td class="summary">Sets the index of a System in the World, and returns the old index.</td>
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</tr>
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</table>
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<br/>
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<br/>
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<h2 class="section-header has-description"><a name="Filter_functions"></a>Filter functions </h2>
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<div class="section-description">
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<p> A Filter is a function that selects which Entities apply to a System.
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Filters take two parameters, the System and the Entity, and return a boolean
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value indicating if the Entity should be processed by the System. A truthy
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value includes the entity, while a falsey (nil or false) value excludes the
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entity.</p>
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<p> Filters must be added to Systems by setting the <a href="index.html#tiny.filter">filter</a> field of the System.
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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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local e1 = {
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position = {2, 3},
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velocity = {3, 3},
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size = {4, 4}
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}
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local entity2 = {
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position = {4, 5},
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size = {4, 4}
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}
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local e3 = {
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position = {2, 3},
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velocity = {3, 3}
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}
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print(f1(nil, e1), f1(nil, e2), f1(nil, e3)) -- prints true, false, false
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print(f2(nil, e1), f2(nil, e2), f2(nil, e3)) -- prints true, true, true
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</code></pre>
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<p> Filters can also be passed as arguments to other Filter constructors. This is
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a powerful way to create complex, custom Filters that select a very specific
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set of Entities.</p>
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<pre><code>-- Selects Entities with an "image" Component, but not Entities with a
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-- "Player" or "Enemy" Component.
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filter = tiny.requireAll("image", tiny.rejectAny("Player", "Enemy"))
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</code></pre>
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</div>
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<dl class="function">
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<dt>
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<a name = "tiny.requireAll"></a>
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<strong>tiny.requireAll (...)</strong>
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</dt>
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<dd>
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Makes a Filter that selects Entities with all specified Components and
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Filters.
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</dd>
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<dt>
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<a name = "tiny.requireAny"></a>
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<strong>tiny.requireAny (...)</strong>
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</dt>
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<dd>
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Makes a Filter that selects Entities with at least one of the specified
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Components and Filters.
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</dd>
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<dt>
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<a name = "tiny.rejectAll"></a>
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<strong>tiny.rejectAll (...)</strong>
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</dt>
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<dd>
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Makes a Filter that rejects Entities with all specified Components and
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Filters, and selects all other Entities.
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</dd>
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<dt>
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<a name = "tiny.rejectAny"></a>
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<strong>tiny.rejectAny (...)</strong>
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</dt>
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<dd>
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Makes a Filter that rejects Entities with at least one of the specified
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Components and Filters, and selects all other Entities.
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</dd>
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<dt>
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<a name = "tiny.filter"></a>
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<strong>tiny.filter (pattern)</strong>
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</dt>
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<dd>
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<p>Makes a Filter from a string. Syntax of <code>pattern</code> is as follows.</p>
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<ul>
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<li>Tokens are alphanumeric strings including underscores.</li>
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<li>Tokens can be separated by |, &, or surrounded by parentheses.</li>
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<li>Tokens can be prefixed with !, and are then inverted.</li>
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</ul>
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<p> Examples are best:</p>
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<pre><code>'a|b|c' - Matches entities with an 'a' OR 'b' OR 'c'.
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'a&!b&c' - Matches entities with an 'a' AND NOT 'b' AND 'c'.
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'a|(b&c&d)|e - Matches 'a' OR ('b' AND 'c' AND 'd') OR 'e'
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</code></pre>
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</dd>
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</dl>
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<h2 class="section-header has-description"><a name="System_functions"></a>System functions </h2>
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<div class="section-description">
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<p> A System is a wrapper around function callbacks for manipulating Entities.
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Systems are implemented as tables that contain at least one method;
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an update function that takes parameters like so:</p>
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<ul>
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<li><code>function system:update(dt)</code>.</li>
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</ul>
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<p> There are also a few other optional callbacks:</p>
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<ul>
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<li><code>function system:filter(entity)</code> - Returns true if this System should
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include this Entity, otherwise should return false. If this isn't specified,
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no Entities are included in the System.</li>
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<li><code>function system:onAdd(entity)</code> - Called when an Entity is added to the
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System.</li>
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<li><code>function system:onRemove(entity)</code> - Called when an Entity is removed
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from the System.</li>
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<li><code>function system:onModify(dt)</code> - Called when the System is modified by
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adding or removing Entities from the System.</li>
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<li><code>function system:onAddToWorld(world)</code> - Called when the System is added
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to the World, before any entities are added to the system.</li>
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<li><code>function system:onRemoveFromWorld(world)</code> - Called when the System is
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removed from the world, after all Entities are removed from the System.</li>
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<li><code>function system:preWrap(dt)</code> - Called on each system before update is
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called on any system.</li>
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<li><code>function system:postWrap(dt)</code> - Called on each system in reverse order
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after update is called on each system. The idea behind <code>preWrap</code> and
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<code>postWrap</code> is to allow for systems that modify the behavior of other systems.
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Say there is a DrawingSystem, which draws sprites to the screen, and a
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PostProcessingSystem, that adds some blur and bloom effects. In the preWrap
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method of the PostProcessingSystem, the System could set the drawing target
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for the DrawingSystem to a special buffer instead the screen. In the postWrap
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method, the PostProcessingSystem could then modify the buffer and render it
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to the screen. In this setup, the PostProcessingSystem would be added to the
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World after the drawingSystem (A similar but less flexible behavior could
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be accomplished with a single custom update function in the DrawingSystem).</li>
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</ul>
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<p> For Filters, it is convenient to use <a href="index.html#tiny.requireAll">tiny.requireAll</a> or <a href="index.html#tiny.requireAny">tiny.requireAny</a>,
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but one can write their own filters as well. Set the Filter of a System like
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so:</p>
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<pre><code>system.filter = tiny.requireAll("a", "b", "c")
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</code></pre>
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<p> or</p>
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<pre><code>function system:filter(entity)
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return entity.myRequiredComponentName ~= nil
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end
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</code></pre>
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<p> All Systems also have a few important fields that are initialized when the
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system is added to the World. A few are important, and few should be less
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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 <code>entities</code> 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>index</code> field is the System's index in the World. Lower indexed
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Systems are processed before higher indices. The <code>index</code> is a read only
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field; to set the <code>index</code>, use <code>tiny.setSystemIndex(world, system)</code>.</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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the last update. If so, the <code>onModify</code> callback will be called on the System
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in the next update, if it has one. This is usually managed by tiny-ecs, so
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users should mostly ignore this, too.</li>
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</ul>
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<p> There is another option to (hopefully) increase performance in systems that
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have items added to or removed from them often, and have lots of entities in
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them. Setting the <code>nocache</code> field of the system might improve performance.
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It is still experimental. There are some restriction to systems without
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caching, however.</p>
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<ul>
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<li>There is no <code>entities</code> table.</li>
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<li>Callbacks such onAdd, onRemove, and onModify will never be called</li>
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<li>Noncached systems cannot be sorted (There is no entities list to sort).</li>
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</ul>
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</div>
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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)</strong>
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</dt>
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<dd>
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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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</dd>
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<dt>
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<a name = "tiny.processingSystem"></a>
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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. 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> function system:preProcess(dt) -- Called before iteration.
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function system:process(entity, dt) -- Process each entity.
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function system:postProcess(dt) -- 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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<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.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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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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</dl>
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<h2 class="section-header has-description"><a name="World_functions"></a>World functions </h2>
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<div class="section-description">
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A World is a container that manages Entities and Systems. Typically, a
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program uses one World at a time.</p>
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<p> For all World functions except <code>tiny.world(...)</code>, object-oriented syntax can
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be used instead of the documented syntax. For example,
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<code>tiny.add(world, e1, e2, e3)</code> is the same as <code>world:add(e1, e2, e3)</code>.
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</div>
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<dl class="function">
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<dt>
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<a name = "tiny.world"></a>
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<strong>tiny.world (...)</strong>
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</dt>
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<dd>
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Creates a new World.
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Can optionally add default Systems and Entities. Returns the new World along
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with default Entities and Systems.
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</dd>
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<dt>
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<a name = "tiny.addEntity"></a>
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<strong>tiny.addEntity (world, entity)</strong>
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</dt>
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<dd>
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Adds an Entity to the world.
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Also call this on Entities that have changed Components such that they
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match different Filters. Returns the Entity.
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</dd>
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<dt>
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<a name = "tiny.addSystem"></a>
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<strong>tiny.addSystem (world, system)</strong>
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</dt>
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<dd>
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Adds a System to the world. Returns the System.
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</dd>
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<dt>
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<a name = "tiny.add"></a>
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<strong>tiny.add (world, ...)</strong>
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</dt>
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<dd>
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Shortcut for adding multiple Entities and Systems to the World. Returns all
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added Entities and Systems.
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</dd>
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<dt>
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<a name = "tiny.removeEntity"></a>
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<strong>tiny.removeEntity (world, entity)</strong>
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</dt>
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<dd>
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Removes an Entity from the World. Returns the Entity.
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</dd>
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<dt>
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<a name = "tiny.removeSystem"></a>
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<strong>tiny.removeSystem (world, system)</strong>
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</dt>
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<dd>
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Removes a System from the world. Returns the System.
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</dd>
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<dt>
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<a name = "tiny.remove"></a>
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<strong>tiny.remove (world, ...)</strong>
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</dt>
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<dd>
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Shortcut for removing multiple Entities and Systems from the World. Returns
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all removed Systems and Entities
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</dd>
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<dt>
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<a name = "tiny.refresh"></a>
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<strong>tiny.refresh (world)</strong>
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</dt>
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<dd>
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Manages Entities and Systems marked for deletion or addition. Call this
|
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before modifying Systems and Entities outside of a call to <a href="index.html#tiny.update">tiny.update</a>.
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Do not call this within a call to <a href="index.html#tiny.update">tiny.update</a>.
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</dd>
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<dt>
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<a name = "tiny.update"></a>
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<strong>tiny.update (world, dt, filter)</strong>
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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, <a href="index.html#tiny.filter">filter</a>,
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which is a Filter that selects Systems from the World, and updates only those
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Systems. If <a href="index.html#tiny.filter">filter</a> is not supplied, all Systems are updated. Put this
|
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function in your main loop.
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</dd>
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<dt>
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<a name = "tiny.clearEntities"></a>
|
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<strong>tiny.clearEntities (world)</strong>
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</dt>
|
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<dd>
|
|
Removes all Entities from the World.
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</dd>
|
|
<dt>
|
|
<a name = "tiny.clearSystems"></a>
|
|
<strong>tiny.clearSystems (world)</strong>
|
|
</dt>
|
|
<dd>
|
|
Removes all Systems from the World.
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</dd>
|
|
<dt>
|
|
<a name = "tiny.getEntityCount"></a>
|
|
<strong>tiny.getEntityCount (world)</strong>
|
|
</dt>
|
|
<dd>
|
|
Gets number of Entities in the World.
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</dd>
|
|
<dt>
|
|
<a name = "tiny.getSystemCount"></a>
|
|
<strong>tiny.getSystemCount (world)</strong>
|
|
</dt>
|
|
<dd>
|
|
Gets number of Systems in World.
|
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</dd>
|
|
<dt>
|
|
<a name = "tiny.setSystemIndex"></a>
|
|
<strong>tiny.setSystemIndex (world, system, index)</strong>
|
|
</dt>
|
|
<dd>
|
|
Sets the index of a System in the World, and returns the old index. Changes
|
|
the order in which they Systems processed, because lower indexed Systems are
|
|
processed first. Returns the old system.index.
|
|
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|
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</dd>
|
|
</dl>
|
|
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|
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</div> <!-- id="content" -->
|
|
</div> <!-- id="main" -->
|
|
<div id="about">
|
|
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
|
|
<i style="float:right;">Last updated 2016-08-10 21:48:45 </i>
|
|
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