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Improve System documentation.
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@@ -5,7 +5,7 @@ for simulating large and complex systems. For more explanation on Entity
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Component Systems, here is some
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Component Systems, here is some
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[basic info](http://en.wikipedia.org/wiki/Entity_component_system "Wikipedia").
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[basic info](http://en.wikipedia.org/wiki/Entity_component_system "Wikipedia").
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Tiny-ecs also works well with Objected Oriented programming in lua because
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Tiny-ecs also works well with objected oriented programming in lua because
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Systems and Entities do not use metatables. This means you can subclass your
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Systems and Entities do not use metatables. This means you can subclass your
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Systems and Entities, and use existing lua class frameworks with tiny-ecs, no problem.
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Systems and Entities, and use existing lua class frameworks with tiny-ecs, no problem.
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@@ -29,7 +29,7 @@ Systems in tiny-ecs describe how to update Entities. Systems select certain Enti
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using a Filter, and then only update those select Entities. Some Systems don't
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using a Filter, and then only update those select Entities. Some Systems don't
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update Entities, and instead just act as function callbacks every update. Tiny-ecs
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update Entities, and instead just act as function callbacks every update. Tiny-ecs
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provides functions for creating Systems easily, as well as creating Systems that
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provides functions for creating Systems easily, as well as creating Systems that
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can be used in an Object Orientented fashion.
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can be used in an object orientented fashion.
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### Filters ###
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### Filters ###
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Filters are used to select Entities. Filters can be any lua function, but
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Filters are used to select Entities. Filters can be any lua function, but
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@@ -81,7 +81,8 @@ Tiny-ecs uses [busted](http://olivinelabs.com/busted/) for testing. Install and
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## Documentation ##
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## Documentation ##
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See API [here](http://bakpakin.github.io/tiny-ecs/doc/).
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See API [here](http://bakpakin.github.io/tiny-ecs/doc/).
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Documentation can be generated locally with [LDoc](http://stevedonovan.github.io/ldoc/).
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For the most up-to-date documentation, read the source code, or generate the HTML
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locally with [LDoc](http://stevedonovan.github.io/ldoc/).
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## TODO ##
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## TODO ##
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@@ -176,18 +176,7 @@ end
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--- System functions.
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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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-- A System is a wrapper around function callbacks for manipulating Entities.
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-- @section System
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-- Systems are implemented as tables that contain at least one method;
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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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-- Check if tables are systems.
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local function isSystem(table)
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return table[systemTableKey]
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end
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--- Creates a System. Systems are tables that contain at least one method;
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-- an update function that takes parameters like so:
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-- an update function that takes parameters like so:
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--
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--
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-- * `function system:update(dt)`.
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-- * `function system:update(dt)`.
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@@ -199,16 +188,45 @@ end
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-- * `function system:onRemove(entity)`
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-- * `function system:onRemove(entity)`
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-- * `function system:onModify(dt)`
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-- * `function system:onModify(dt)`
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--
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--
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-- For Filters, it is conveient to use `tiny.requireAll` or `tiny.requireAny`,
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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 your System
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-- but one can write their own filters as well. Set the Filter of a System like
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-- like so:
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-- so:
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-- system.filter = tiny.requireAll("a", "b", "c")
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-- system.filter = tiny.requireAll("a", "b", "c")
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-- or
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-- or
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-- function system:filter(entity)
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-- function system:filter(entity)
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-- return entity.myRequiredComponentName ~= nil
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-- return entity.myRequiredComponentName ~= nil
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-- end
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-- end
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--
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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 `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 `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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-- Check if tables are systems.
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local function isSystem(table)
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return table[systemTableKey]
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end
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--- Creates a default System.
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-- @param table A table to be used as a System, or `nil` to create a new System.
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-- @param table A table to be used as a System, or `nil` to create a new System.
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-- @return A new System or System class
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function tiny.system(table)
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function tiny.system(table)
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table = table or {}
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table = table or {}
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table[systemTableKey] = true
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table[systemTableKey] = true
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@@ -257,6 +275,7 @@ end
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-- @param table A table to be used as a System, or `nil` to create a new
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-- @param table A table to be used as a System, or `nil` to create a new
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-- Processing System.
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-- Processing System.
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-- @see system
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-- @see system
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-- @return A new Processing System or Processing System class
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function tiny.processingSystem(table)
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function tiny.processingSystem(table)
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table = table or {}
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table = table or {}
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table[systemTableKey] = true
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table[systemTableKey] = true
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@@ -296,6 +315,7 @@ end
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-- Sorted System.
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-- Sorted System.
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-- @see system
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-- @see system
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-- @see processingSystem
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-- @see processingSystem
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-- @return A new Sorted System or Sorted System class
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function tiny.sortedSystem(table)
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function tiny.sortedSystem(table)
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table = table or {}
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table = table or {}
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table[systemTableKey] = true
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table[systemTableKey] = true
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@@ -309,13 +329,13 @@ end
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-- A World is a container that manages Entities and Systems. Typically, a
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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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-- program uses one World at a time.
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--
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--
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-- The tiny-ecs module is set to be the `__index` of all World tables, so the
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-- For all World functions except `tiny.world(...)`, object-oriented syntax can
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-- often clearer syntax of `world:method()` can be used for any function in the
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-- be used instead of the documented syntax. For example,
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-- library. For example, `tiny.add(world, e1, e2, e3)` is the same as
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-- `tiny.add(world, e1, e2, e3)` is the same as `world:add(e1, e2, e3)`.
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-- `world:add(e1, e2, e3).`
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-- @section World
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-- @section World
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local worldMetaTable = { __index = tiny }
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-- Forward declaration
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local worldMetaTable
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--- Creates a new World.
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--- Creates a new World.
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-- Can optionally add default Systems and Entities.
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-- Can optionally add default Systems and Entities.
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@@ -646,14 +666,16 @@ function tiny.clearSystems(world)
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end
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end
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end
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end
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--- Gets count of Entities in World.
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--- Gets number of Entities in the World.
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-- @param world
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-- @param world
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-- @return An integer
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function tiny.getEntityCount(world)
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function tiny.getEntityCount(world)
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return world.entityCount
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return world.entityCount
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end
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end
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--- Gets count of Systems in World.
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--- Gets number of Systems in World.
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-- @param world
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-- @param world
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-- @return An integer
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function tiny.getSystemCount(world)
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function tiny.getSystemCount(world)
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return #(world.systems)
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return #(world.systems)
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end
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end
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@@ -662,6 +684,7 @@ end
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-- before higher indexed systems.
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-- before higher indexed systems.
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-- @param world
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-- @param world
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-- @param system
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-- @param system
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-- @return An integer between 1 and world:getSystemCount() inclusive
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function tiny.getSystemIndex(world, system)
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function tiny.getSystemIndex(world, system)
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return world.systemIndices[system]
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return world.systemIndices[system]
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end
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end
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@@ -672,6 +695,7 @@ end
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-- @param world
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-- @param world
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-- @param system
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-- @param system
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-- @param index
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-- @param index
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-- @return Old index
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function tiny.setSystemIndex(world, system, index)
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function tiny.setSystemIndex(world, system, index)
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local systemIndices = world.systemIndices
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local systemIndices = world.systemIndices
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local oldIndex = systemIndices[system]
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local oldIndex = systemIndices[system]
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@@ -684,6 +708,26 @@ function tiny.setSystemIndex(world, system, index)
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for i = oldIndex, index, index >= oldIndex and 1 or -1 do
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for i = oldIndex, index, index >= oldIndex and 1 or -1 do
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systemIndices[systems[i]] = i
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systemIndices[systems[i]] = i
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end
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end
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return oldIndex
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end
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end
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-- Construct world metatable.
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worldMetaTable = {
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__index = {
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add = tiny.add,
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addEntity = tiny.addEntity,
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addSystem = tiny.addSystem,
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remove = tiny.remove,
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removeEntity = tiny.removeEntity,
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update = tiny.update,
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clearEntities = tiny.clearEntities,
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clearSystems = tiny.clearSystems,
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getEntityCount = tiny.getEntityCount,
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getSystemCount = tiny.getSystemCount,
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getSystemIndex = tiny.getSystemIndex,
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setSystemIndex = tiny.setSystemIndex
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}
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}
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return tiny
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return tiny
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