From 35d3e7a9c10bca8dfb0e8118d7328eab9728f3e1 Mon Sep 17 00:00:00 2001 From: bakpakin Date: Wed, 10 Aug 2016 21:43:25 -0400 Subject: [PATCH] Update doc. --- doc/index.html | 42 +++++++++++++++++++++--------------------- 1 file changed, 21 insertions(+), 21 deletions(-) diff --git a/doc/index.html b/doc/index.html index 379a5e2..503acce 100644 --- a/doc/index.html +++ b/doc/index.html @@ -337,9 +337,9 @@ filter = tiny.requireAll("image", tiny.rejectAny("Player", "Enemy")) removed from the world, after all Entities are removed from the System.
  • function system:preWrap(dt) - Called on each system before update is called on any system.
  • -
  • function system:postWrap(dt) - Called on each system in reverse order - after update is called on each system. The idea behind preWrap and - postWrap is to allow for systems that modify the behavior of other systems. +
  • function system:postWrap(dt) - Called on each system in reverse order + after update is called on each system. The idea behind preWrap and + postWrap is to allow for systems that modify the behavior of other systems. Say there is a DrawingSystem, which draws sprites to the screen, and a PostProcessingSystem, that adds some blur and bloom effects. In the preWrap method of the PostProcessingSystem, the System could set the drawing target @@ -350,10 +350,10 @@ filter = tiny.requireAll("image", tiny.rejectAny("Player", "Enemy")) be accomplished with a single custom update function in the DrawingSystem).
  • -

    For Filters, it is convenient to use tiny.requireAll or tiny.requireAny, +

    For Filters, it is convenient to use tiny.requireAll or tiny.requireAny, but one can write their own filters as well. Set the Filter of a System like so:

    -
    system.filter = tiny.requireAll("a", "b", "c")
    +
    system.filter = tiny.requireAll("a", "b", "c")
     

    or

    function system:filter(entity)
    @@ -366,33 +366,33 @@ end
      commonly used.

      -
    • The world field points to the World that the System belongs to. Useful +
    • The world field points to the World that the System belongs to. Useful for adding and removing Entities from the world dynamically via the System.
    • -
    • The active flag is whether or not the System is updated automatically. +
    • The active flag is whether or not the System is updated automatically. Inactive Systems should be updated manually or not at all via - system:update(dt). Defaults to true.
    • -
    • The entities field is an ordered list of Entities in the System. This + system:update(dt). Defaults to true.
    • +
    • The entities field is an ordered list of Entities in the System. This list can be used to quickly iterate through all Entities in a System.
    • -
    • The interval field is an optional field that makes Systems update at +
    • The interval field is an optional field that makes Systems update at certain intervals using buffered time, regardless of World update frequency. - For example, to make a System update once a second, set the System's interval + For example, to make a System update once a second, set the System's interval to 1.
    • -
    • The index field is the System's index in the World. Lower indexed - Systems are processed before higher indices. The index is a read only - field; to set the index, use tiny.setSystemIndex(world, system).
    • -
    • The indices field is a table of Entity keys to their indices in the - entities list. Most Systems can ignore this.
    • -
    • The modified flag is an indicator if the System has been modified in - the last update. If so, the onModify callback will be called on the System +
    • The index field is the System's index in the World. Lower indexed + Systems are processed before higher indices. The index is a read only + field; to set the index, use tiny.setSystemIndex(world, system).
    • +
    • The indices field is a table of Entity keys to their indices in the + entities list. Most Systems can ignore this.
    • +
    • The modified flag is an indicator if the System has been modified in + the last update. If so, the onModify callback will be called on the System in the next update, if it has one. This is usually managed by tiny-ecs, so users should mostly ignore this, too.

    There is another option to (hopefully) increase performance in systems that have items added to or removed from them often, and have lots of entities in - them. Setting the nocache' field of the system might improve performance. + them. Setting the nocache' field of the system might improve performance. It is still experimental. There are some restriction to systems without - caching, however. * There is no entities table. * Callbacks such onAdd, + caching, however. * There is no entities` table. * Callbacks such onAdd, onRemove, and onModify will never be called * Noncached systems cannot be sorted (There is no entities list to sort). @@ -714,7 +714,7 @@ end

    generated by LDoc 1.4.3 -Last updated 2016-08-10 21:34:56 +Last updated 2016-08-10 21:42:26