Remove tiny.activate and tiny.deactivate.

This commit is contained in:
bakpakin
2015-05-04 11:46:18 +08:00
parent 264d835334
commit 994f3b6533
2 changed files with 21 additions and 56 deletions
+7 -33
View File
@@ -52,12 +52,12 @@ local tiny_remove
function tiny.requireAll(...)
local components = {...}
local len = #components
return function(_, e)
return function(system, e)
local c
for i = 1, len do
c = components[i]
if type(c) == 'function' then
if not c(_, e) then
if not c(system, e) then
return false
end
elseif e[c] == nil then
@@ -74,12 +74,12 @@ end
function tiny.requireOne(...)
local components = {...}
local len = #components
return function(_, e)
return function(system, e)
local c
for i = 1, len do
c = components[i]
if type(c) == 'function' then
if c(_, e) then
if c(system, e) then
return true
end
elseif e[c] ~= nil then
@@ -116,9 +116,7 @@ end
-- but one can write their own filters as well.
-- @param table A table to be used as a System, or `nil` to create a new System.
function tiny.system(table)
if table == nil then
table = {}
end
table = table or {}
table[systemTableKey] = true
return table
end
@@ -164,9 +162,7 @@ end
-- @param table A table to be used as a System, or `nil` to create a new
-- Processing System.
function tiny.processingSystem(table)
if table == nil then
table = {}
end
table = table or {}
table[systemTableKey] = true
table.update = processingSystemUpdate
return table
@@ -207,9 +203,7 @@ end
-- @param table A table to be used as a System, or `nil` to create a new
-- Processing System.
function tiny.sortedSystem(table)
if table == nil then
table = {}
end
table = table or {}
table[systemTableKey] = true
table.update = processingSystemUpdate
table.onModify = sortedSystemOnModify
@@ -599,24 +593,4 @@ function tiny.setSystemIndex(world, system, index)
end
end
--- Activate a System in the World.
-- Activated Systems will be update whenever tiny.update(world, dt) is called.
-- @param world
-- @param system System to activate. The System must already be added to the
-- World.
function tiny.activate(world, system)
system.active = true
end
--- Deactivates a System in the World.
-- Deactivated Systems must be update manually, and will not update when the
-- rest of World updates. They will, however, process new Entities added while
-- the System is deactivated.
-- @param world
-- @param system System to deactivate. The System must already be added to the
-- World.
function tiny.deactivate(world, system)
system.active = false
end
return tiny