mirror of
https://github.com/bakpakin/tiny-ecs.git
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726 lines
22 KiB
Lua
726 lines
22 KiB
Lua
--[[
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Copyright (c) 2015 Calvin Rose
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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]]
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--- @module tiny-ecs
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-- @author Calvin Rose
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-- @license MIT
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-- @copyright 2015
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local tiny = { _VERSION = "1.1-6" }
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-- Local versions of standard lua functions
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local tinsert = table.insert
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local tremove = table.remove
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local tsort = table.sort
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local pairs = pairs
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local setmetatable = setmetatable
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local type = type
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local select = select
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-- Local versions of the library functions
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local tiny_manageEntities
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local tiny_manageSystems
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local tiny_addEntity
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local tiny_addSystem
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local tiny_add
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local tiny_removeEntity
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local tiny_removeSystem
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local tiny_remove
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--- Filter functions.
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-- 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.
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--
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-- Filters must be added to Systems by setting the `filter` 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.
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--
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-- local f1 = tiny.requireAll("position", "velocity", "size")
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-- local f2 = tiny.requireAny("position", "velocity", "size")
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--
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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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--
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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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--
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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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--
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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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--
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-- 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.
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--
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-- -- 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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--
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-- @section Filter
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--- Makes a Filter that selects Entities with all specified Components and
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-- Filters.
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function tiny.requireAll(...)
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local components = {...}
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local len = #components
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return function(system, e)
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local c
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for i = 1, len do
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c = components[i]
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if type(c) == 'function' then
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if not c(system, e) then
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return false
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end
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elseif e[c] == nil then
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return false
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end
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end
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return true
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end
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end
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--- Makes a Filter that selects Entities with at least one of the specified
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-- Components and Filters.
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function tiny.requireAny(...)
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local components = {...}
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local len = #components
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return function(system, e)
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local c
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for i = 1, len do
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c = components[i]
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if type(c) == 'function' then
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if c(system, e) then
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return true
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end
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elseif e[c] ~= nil then
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return true
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end
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end
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return false
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end
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end
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--- 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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function tiny.rejectAll(...)
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local components = {...}
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local len = #components
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return function(system, e)
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local c
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for i = 1, len do
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c = components[i]
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if type(c) == 'function' then
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if not c(system, e) then
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return true
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end
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elseif e[c] == nil then
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return true
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end
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end
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return false
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end
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end
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--- 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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function tiny.rejectAny(...)
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local components = {...}
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local len = #components
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return function(system, e)
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local c
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for i = 1, len do
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c = components[i]
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if type(c) == 'function' then
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if c(system, e) then
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return false
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end
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elseif e[c] ~= nil then
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return false
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end
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end
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return true
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end
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end
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--- System functions.
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-- 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:
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--
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-- * `function system:update(dt)`.
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--
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-- There are also a few other optional callbacks:
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--
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-- * `function system:filter(entity)` - 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.
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-- * `function system:onAdd(entity)` - Called when an Entity is added to the
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-- System.
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-- * `function system:onRemove(entity)` - Called when an Entity is removed
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-- from the System.
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-- * `function system:onModify(dt)` - Called when the System is modified by
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-- adding or removing Entities from the System.
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--
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-- For Filters, it is convenient to use `tiny.requireAll` or `tiny.requireAny`,
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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:
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-- system.filter = tiny.requireAll("a", "b", "c")
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-- or
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-- function system:filter(entity)
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-- return entity.myRequiredComponentName ~= nil
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-- end
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--
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-- 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.
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--
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-- * The `world` 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.
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-- * The `active` 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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-- `system:update(dt)`. Defaults to true.
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-- * 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.
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-- * The `interval` 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.
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-- * The `index` field is the System's index in the World. Lower indexed
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-- Systems are processed before higher indices. The `index` is a read only
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-- field; to set the `index`, use `tiny.setSystemIndex(world, system)`.
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-- * The `indices` field is a table of Entity keys to their indices in the
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-- `entities` list. Most Systems can ignore this.
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-- * The `modified` flag is an indicator if the System has been modified in
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-- the last update. If so, the `onModify` 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.
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--
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-- @section System
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-- Use an empty table as a key for identifying Systems. Any table that contains
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-- this key is considered a System rather than an Entity.
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local systemTableKey = { "SYSTEM_TABLE_KEY" }
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-- Checks if a table is a System.
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local function isSystem(table)
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return table[systemTableKey]
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end
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-- Update function for all Processing Systems.
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local function processingSystemUpdate(system, dt)
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local entities = system.entities
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local preProcess = system.preProcess
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local process = system.process
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local postProcess = system.postProcess
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local entity
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if preProcess then
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preProcess(system, dt)
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end
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if process then
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local len = #entities
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for i = 1, len do
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entity = entities[i]
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process(system, entity, dt)
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end
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end
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if postProcess then
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postProcess(system, dt)
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end
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end
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-- Sorts Systems by a function system.sort(entity1, entity2) on modify.
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local function sortedSystemOnModify(system, dt)
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local entities = system.entities
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local indices = system.indices
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local sortDelegate = system.sortDelegate
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if not sortDelegate then
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local compare = system.compare
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sortDelegate = function(e1, e2)
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return compare(system, e1, e2)
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end
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system.sortDelegate = sortDelegate
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end
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tsort(entities, sortDelegate)
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for i = 1, #entities do
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local entity = entities[i]
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indices[entity] = i
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end
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end
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--- Creates a new System or System class from the supplied table. If `table` is
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-- nil, creates a new table.
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function tiny.system(table)
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table = table or {}
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table[systemTableKey] = true
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return table
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end
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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.
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--
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-- function system:preProcess(entities, dt) -- Called before iteration.
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-- function system:process(entities, dt) -- Process each entity.
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-- function system:postProcess(entity, dt) -- Called after iteration.
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--
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-- Processing Systems have their own `update` method, so don't implement a
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-- a custom `update` callback for Processing Systems.
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-- @see system
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function tiny.processingSystem(table)
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table = table or {}
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table[systemTableKey] = true
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table.update = processingSystemUpdate
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return table
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end
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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, `system:compare(e1, e2)`,
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-- which should return true if `e1` should come before `e2` and false otherwise.
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-- Sorted Systems also override the default System's `onModify` callback, so be
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-- careful if defining a custom callback. However, for processing the sorted
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-- entities, consider `tiny.sortedProcessingSystem(table)`.
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-- @see system
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function tiny.sortedSystem(table)
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table = table or {}
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table[systemTableKey] = true
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table.onModify = sortedSystemOnModify
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return table
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end
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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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-- @see system
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-- @see processingSystem
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-- @see sortedSystem
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function tiny.sortedProcessingSystem(table)
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table = table or {}
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table[systemTableKey] = true
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table.update = processingSystemUpdate
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table.onModify = sortedSystemOnModify
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return table
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end
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--- World functions.
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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.
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--
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-- For all World functions except `tiny.world(...)`, object-oriented syntax can
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-- be used instead of the documented syntax. For example,
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-- `tiny.add(world, e1, e2, e3)` is the same as `world:add(e1, e2, e3)`.
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-- @section World
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-- Forward declaration
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local worldMetaTable
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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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function tiny.world(...)
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local ret = {
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-- List of Entities to add
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entitiesToAdd = {},
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-- List of Entities to remove
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entitiesToRemove = {},
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-- List of Entities to add
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systemsToAdd = {},
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-- List of Entities to remove
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systemsToRemove = {},
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-- Set of Entities
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entities = {},
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-- Number of Entities in World
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entityCount = 0,
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-- List of Systems
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systems = {}
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}
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tiny_add(ret, ...)
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tiny_manageSystems(ret)
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tiny_manageEntities(ret)
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return setmetatable(ret, worldMetaTable), ...
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end
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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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function tiny.addEntity(world, entity)
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local e2a = world.entitiesToAdd
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e2a[#e2a + 1] = entity
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if world.entities[entity] then
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tiny_removeEntity(world, entity)
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end
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return entity
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end
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tiny_addEntity = tiny.addEntity
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--- Adds a System to the world. Returns the System.
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function tiny.addSystem(world, system)
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local s2a = world.systemsToAdd
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s2a[#s2a + 1] = system
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return system
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end
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tiny_addSystem = tiny.addSystem
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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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function tiny.add(world, ...)
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local obj
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for i = 1, select("#", ...) do
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obj = select(i, ...)
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if obj then
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if isSystem(obj) then
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tiny_addSystem(world, obj)
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else -- Assume obj is an Entity
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tiny_addEntity(world, obj)
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end
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end
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end
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return ...
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end
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tiny_add = tiny.add
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--- Removes an Entity to the World. Returns the Entity.
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function tiny.removeEntity(world, entity)
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local e2r = world.entitiesToRemove
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e2r[#e2r + 1] = entity
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return entity
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end
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tiny_removeEntity = tiny.removeEntity
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--- Removes a System from the world. Returns the System.
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function tiny.removeSystem(world, system)
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local s2r = world.systemsToRemove
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s2r[#s2r + 1] = system
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return system
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end
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tiny_removeSystem = tiny.removeSystem
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--- Shortcut for removing multiple Entities and Systems from the World. Returns
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-- all rmeove Systems and Entities
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function tiny.remove(world, ...)
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local obj
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for i = 1, select("#", ...) do
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obj = select(i, ...)
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if obj then
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if isSystem(obj) then
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tiny_removeSystem(world, obj)
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else -- Assume obj is an Entity
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tiny_removeEntity(world, obj)
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end
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end
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end
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return ...
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end
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tiny_remove = tiny.remove
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-- Adds and removes Systems that have been marked from the World.
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function tiny_manageSystems(world)
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local s2a, s2r = world.systemsToAdd, world.systemsToRemove
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-- Early exit
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if #s2a == 0 and #s2r == 0 then
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return
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end
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local entities = world.entities
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local systems = world.systems
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local system, index, filter
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local entityList, entityIndices, entityIndex, onRemove, onAdd
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-- Remove Systems
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for i = 1, #s2r do
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system = s2r[i]
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index = system.index
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if system.world == world then
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onRemove = system.onRemove
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if onRemove then
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entityList = system.entities
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for j = 1, #entityList do
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onRemove(system, entityList[j])
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end
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end
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tremove(systems, index)
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for j = index, #systems do
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systems[j].index = j
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end
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end
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s2r[i] = nil
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-- Clean up System
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system.world = nil
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system.entities = nil
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system.indices = nil
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system.index = nil
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end
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-- Add Systems
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for i = 1, #s2a do
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system = s2a[i]
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if systems[system.index] ~= system then
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entityList = {}
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entityIndices = {}
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system.entities = entityList
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system.indices = entityIndices
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if system.active == nil then
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system.active = true
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end
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system.modified = true
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system.world = world
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index = #systems + 1
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system.index = index
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systems[index] = system
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-- Try to add Entities
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onAdd = system.onAdd
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filter = system.filter
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if filter then
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for entity in pairs(entities) do
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if filter(system, entity) then
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entityIndex = #entityList + 1
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entityList[entityIndex] = entity
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entityIndices[entity] = entityIndex
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if onAdd then
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onAdd(system, entity)
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end
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end
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end
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end
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end
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s2a[i] = nil
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end
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end
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-- Adds and removes Entities that have been marked.
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function tiny_manageEntities(world)
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local e2a, e2r = world.entitiesToAdd, world.entitiesToRemove
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-- Early exit
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if #e2a == 0 and #e2r == 0 then
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return
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end
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local entities = world.entities
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local systems = world.systems
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local entityCount = world.entityCount
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local entity, system, index
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local onRemove, onAdd, ses, seis, filter, tmpEntity
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-- Remove Entities
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for i = 1, #e2r do
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entity = e2r[i]
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if entities[entity] then
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entities[entity] = nil
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|
entityCount = entityCount - 1
|
|
|
|
for j = 1, #systems do
|
|
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
|
|
seis[entity] = nil
|
|
ses[#ses] = nil
|
|
onRemove = system.onRemove
|
|
if onRemove then
|
|
onRemove(system, entity)
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
e2r[i] = nil
|
|
end
|
|
|
|
-- Add Entities
|
|
for i = 1, #e2a do
|
|
entity = e2a[i]
|
|
if not entities[entity] then
|
|
entities[entity] = true
|
|
entityCount = entityCount + 1
|
|
|
|
for j = 1, #systems do
|
|
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
|
|
onAdd = system.onAdd
|
|
if onAdd then
|
|
onAdd(system, entity)
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
e2a[i] = nil
|
|
end
|
|
|
|
-- Update Entity count
|
|
world.entityCount = entityCount
|
|
end
|
|
|
|
--- Updates the World by dt (delta time). Takes an optional parameter, `filter`,
|
|
-- which is a Filter that selects Systems from the World, and updates only those
|
|
-- Systems. If `filter` is not supplied, all Systems are updated. Put this
|
|
-- function in your main loop.
|
|
function tiny.update(world, dt, filter)
|
|
|
|
tiny_manageSystems(world)
|
|
tiny_manageEntities(world)
|
|
|
|
local systems = world.systems
|
|
local system, update, interval, onModify
|
|
|
|
-- Iterate through Systems IN ORDER
|
|
for i = 1, #systems do
|
|
system = systems[i]
|
|
if system.active and ((not filter) or filter(world, system)) 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
|
|
interval = system.interval
|
|
if interval then
|
|
local bufferedTime = (system.bufferedTime or 0) + dt
|
|
while bufferedTime >= interval do
|
|
bufferedTime = bufferedTime - interval
|
|
if update then
|
|
update(system, interval)
|
|
end
|
|
end
|
|
system.bufferedTime = bufferedTime
|
|
else
|
|
update(system, dt)
|
|
end
|
|
end
|
|
|
|
system.modified = false
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Removes all Entities from the World.
|
|
function tiny.clearEntities(world)
|
|
for e in pairs(world.entities) do
|
|
tiny_removeEntity(world, e)
|
|
end
|
|
end
|
|
|
|
--- Removes all Systems from the World.
|
|
function tiny.clearSystems(world)
|
|
local systems = world.systems
|
|
for i = #systems, 1, -1 do
|
|
tiny_removeSystem(world, systems[i])
|
|
end
|
|
end
|
|
|
|
--- Gets number of Entities in the World.
|
|
function tiny.getEntityCount(world)
|
|
return world.entityCount
|
|
end
|
|
|
|
--- Gets number of Systems in World.
|
|
function tiny.getSystemCount(world)
|
|
return #(world.systems)
|
|
end
|
|
|
|
--- Gets the index of the System in the World.
|
|
-- A simpler alternative is `system.index`.
|
|
function tiny.getSystemIndex(world, system)
|
|
return system.index
|
|
end
|
|
|
|
--- 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.
|
|
function tiny.setSystemIndex(world, system, index)
|
|
local oldIndex = system.index
|
|
local systems = world.systems
|
|
|
|
tremove(systems, oldIndex)
|
|
tinsert(systems, index, system)
|
|
|
|
for i = oldIndex, index, index >= oldIndex and 1 or -1 do
|
|
systems[i].index = i
|
|
end
|
|
|
|
return oldIndex
|
|
end
|
|
|
|
-- Construct world metatable.
|
|
worldMetaTable = {
|
|
__index = {
|
|
add = tiny.add,
|
|
addEntity = tiny.addEntity,
|
|
addSystem = tiny.addSystem,
|
|
remove = tiny.remove,
|
|
removeEntity = tiny.removeEntity,
|
|
removeSystem = tiny.removeSystem,
|
|
update = tiny.update,
|
|
clearEntities = tiny.clearEntities,
|
|
clearSystems = tiny.clearSystems,
|
|
getEntityCount = tiny.getEntityCount,
|
|
getSystemCount = tiny.getSystemCount,
|
|
getSystemIndex = tiny.getSystemIndex,
|
|
setSystemIndex = tiny.setSystemIndex
|
|
}
|
|
}
|
|
|
|
return tiny
|