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Vendored
+3
@@ -3,3 +3,6 @@ doc/*
|
||||
index.html
|
||||
ldoc.css
|
||||
topics/*
|
||||
|
||||
#Ignore generated rocks
|
||||
*.rock
|
||||
|
||||
@@ -1,16 +1,18 @@
|
||||
# tiny-ecs #
|
||||
|
||||
[](LICENSE)
|
||||
|
||||
Tiny-ecs is an Entity Component System for lua that's simple, flexible, and useful.
|
||||
Because of lua's tabular nature, Entity Component Systems are a natural choice
|
||||
for simulating large and complex systems. For more explanation on Entity
|
||||
Component Systems, here is some
|
||||
[basic info](http://en.wikipedia.org/wiki/Entity_component_system "Wikipedia").
|
||||
|
||||
Tiny-ecs also works well with Objected Oriented programming in lua because
|
||||
Tiny-ecs also works well with objected oriented programming in lua because
|
||||
Systems and Entities do not use metatables. This means you can subclass your
|
||||
Systems and Entities, and use existing lua class frameworks with tiny-ecs, no problem.
|
||||
|
||||
## Use It ##
|
||||
Copy paste tiny.lua into your source folder.
|
||||
For an example on how to use tiny-ecs with object-oriented lua, take a look at the
|
||||
demo branch, specifically the systems and entities sub-directories.
|
||||
|
||||
## Overview ##
|
||||
Tiny-ecs has four important types: Worlds, Filters, Systems, and Entities.
|
||||
@@ -32,7 +34,7 @@ Systems in tiny-ecs describe how to update Entities. Systems select certain Enti
|
||||
using a Filter, and then only update those select Entities. Some Systems don't
|
||||
update Entities, and instead just act as function callbacks every update. Tiny-ecs
|
||||
provides functions for creating Systems easily, as well as creating Systems that
|
||||
can be used in an Object Orientented fashion.
|
||||
can be used in an object oriented fashion.
|
||||
|
||||
### Filters ###
|
||||
Filters are used to select Entities. Filters can be any lua function, but
|
||||
@@ -64,17 +66,26 @@ for i = 1, 20 do
|
||||
end
|
||||
```
|
||||
|
||||
## Use It ##
|
||||
Copy paste tiny.lua into your source folder. For stability and consistent API,
|
||||
please use a tagged release or use luarocks. Tagged releases will have a version
|
||||
number in `tiny._VERSION`, while other commits will just have the string 'scm'.
|
||||
|
||||
## Luarocks ##
|
||||
Tiny-ecs is also on [Luarocks](https://luarocks.org/) and can be installed with
|
||||
`luarocks install tiny-ecs`.
|
||||
|
||||
## Demo ##
|
||||
Check out the [demo](https://github.com/bakpakin/tiny-ecs/tree/demo-commandokibbles), a game
|
||||
originally written for Ludum Dare 32 with the theme 'An Unconventional Weapon'. The demo uses
|
||||
[LÖVE](https://love2d.org/), an amazing game framework for lua.
|
||||
|
||||
## Testing ##
|
||||
Tiny-ecs uses [busted](http://olivinelabs.com/busted/) for testing. Install and run
|
||||
`busted` from the command line to test.
|
||||
|
||||
## Documentation ##
|
||||
See API [here](http://bakpakin.github.io/tiny-ecs/doc/).
|
||||
Documentation can be generated locally with [LDoc](http://stevedonovan.github.io/ldoc/).
|
||||
|
||||
## TODO ##
|
||||
|
||||
* More testing
|
||||
* Performance testing / optimization
|
||||
* Improve Documentation
|
||||
* Add more complete examples
|
||||
For the most up-to-date documentation, read the source code, or generate the HTML
|
||||
locally with [LDoc](http://stevedonovan.github.io/ldoc/).
|
||||
See the original forum thread [here](https://love2d.org/forums/viewtopic.php?f=5&t=79937&p=182589).
|
||||
|
||||
@@ -2,6 +2,12 @@ file = "tiny.lua"
|
||||
project = "tiny-ecs"
|
||||
description = "Entity Component System for lua."
|
||||
backtick_references = true
|
||||
one = false
|
||||
format = 'discount'
|
||||
title = "tiny-ecs API"
|
||||
one = true
|
||||
dir = doc
|
||||
sort = true
|
||||
style = '!fixed'
|
||||
package = 'tiny-ecs'
|
||||
not_luadoc = true
|
||||
boilerplate = true
|
||||
no_return_or_parms = true
|
||||
|
||||
@@ -0,0 +1,24 @@
|
||||
package = "tiny-ecs"
|
||||
version = "1.1-1"
|
||||
source = {
|
||||
url = "git://github.com/bakpakin/tiny-ecs",
|
||||
tag = "1.1-1"
|
||||
}
|
||||
description = {
|
||||
summary = "Entity Component System for Lua.",
|
||||
detailed = [[
|
||||
Pure Lua implementation of an easy to use, compact, fast, and flexible
|
||||
Entity Component System. Works well with Object Orientation.
|
||||
]],
|
||||
homepage = "https://github.com/bakpakin/tiny-ecs",
|
||||
license = "MIT"
|
||||
}
|
||||
dependencies = {
|
||||
"lua >= 5.1"
|
||||
}
|
||||
build = {
|
||||
type = "builtin",
|
||||
modules = {
|
||||
tiny = "tiny.lua"
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
package = "tiny-ecs"
|
||||
version = "1.1-2"
|
||||
source = {
|
||||
url = "git://github.com/bakpakin/tiny-ecs",
|
||||
tag = "1.1-2"
|
||||
}
|
||||
description = {
|
||||
summary = "Entity Component System for Lua.",
|
||||
detailed = [[
|
||||
Pure Lua implementation of an easy to use, compact, fast, and flexible
|
||||
Entity Component System. Works well with Object Orientation.
|
||||
]],
|
||||
homepage = "https://github.com/bakpakin/tiny-ecs",
|
||||
license = "MIT"
|
||||
}
|
||||
dependencies = {
|
||||
"lua >= 5.1"
|
||||
}
|
||||
build = {
|
||||
type = "builtin",
|
||||
modules = {
|
||||
tiny = "tiny.lua"
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
package = "tiny-ecs"
|
||||
version = "1.1-3"
|
||||
source = {
|
||||
url = "git://github.com/bakpakin/tiny-ecs",
|
||||
tag = "1.1-3"
|
||||
}
|
||||
description = {
|
||||
summary = "Entity Component System for Lua.",
|
||||
detailed = [[
|
||||
Pure Lua implementation of an easy to use, compact, fast, and flexible
|
||||
Entity Component System. Works well with Object Orientation.
|
||||
]],
|
||||
homepage = "https://github.com/bakpakin/tiny-ecs",
|
||||
license = "MIT"
|
||||
}
|
||||
dependencies = {
|
||||
"lua >= 5.1"
|
||||
}
|
||||
build = {
|
||||
type = "builtin",
|
||||
modules = {
|
||||
tiny = "tiny.lua"
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
package = "tiny-ecs"
|
||||
version = "1.1-4"
|
||||
source = {
|
||||
url = "git://github.com/bakpakin/tiny-ecs",
|
||||
tag = "1.1-4"
|
||||
}
|
||||
description = {
|
||||
summary = "Entity Component System for Lua.",
|
||||
detailed = [[
|
||||
Pure Lua implementation of an easy to use, compact, fast, and flexible
|
||||
Entity Component System. Works well with Object Orientation.
|
||||
]],
|
||||
homepage = "https://github.com/bakpakin/tiny-ecs",
|
||||
license = "MIT"
|
||||
}
|
||||
dependencies = {
|
||||
"lua >= 5.1"
|
||||
}
|
||||
build = {
|
||||
type = "builtin",
|
||||
modules = {
|
||||
tiny = "tiny.lua"
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
package = "tiny-ecs"
|
||||
version = "1.1-5"
|
||||
source = {
|
||||
url = "git://github.com/bakpakin/tiny-ecs",
|
||||
tag = "1.1-5"
|
||||
}
|
||||
description = {
|
||||
summary = "Entity Component System for Lua.",
|
||||
detailed = [[
|
||||
Pure Lua implementation of an easy to use, compact, fast, and flexible
|
||||
Entity Component System. Works well with Object Orientation.
|
||||
]],
|
||||
homepage = "https://github.com/bakpakin/tiny-ecs",
|
||||
license = "MIT"
|
||||
}
|
||||
dependencies = {
|
||||
"lua >= 5.1"
|
||||
}
|
||||
build = {
|
||||
type = "builtin",
|
||||
modules = {
|
||||
tiny = "tiny.lua"
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
package = "tiny-ecs"
|
||||
version = "1.1-6"
|
||||
source = {
|
||||
url = "git://github.com/bakpakin/tiny-ecs",
|
||||
tag = "1.1-6"
|
||||
}
|
||||
description = {
|
||||
summary = "Entity Component System for Lua.",
|
||||
detailed = [[
|
||||
Pure Lua implementation of an easy to use, compact, fast, and flexible
|
||||
Entity Component System. Works well with Object Orientation.
|
||||
]],
|
||||
homepage = "https://github.com/bakpakin/tiny-ecs",
|
||||
license = "MIT"
|
||||
}
|
||||
dependencies = {
|
||||
"lua >= 5.1"
|
||||
}
|
||||
build = {
|
||||
type = "builtin",
|
||||
modules = {
|
||||
tiny = "tiny.lua"
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
package = "tiny-ecs"
|
||||
version = "1.1-7"
|
||||
source = {
|
||||
url = "git://github.com/bakpakin/tiny-ecs",
|
||||
tag = "1.1-7"
|
||||
}
|
||||
description = {
|
||||
summary = "Entity Component System for Lua.",
|
||||
detailed = [[
|
||||
Pure Lua implementation of an easy to use, compact, fast, and flexible
|
||||
Entity Component System. Works well with Object Orientation.
|
||||
]],
|
||||
homepage = "https://github.com/bakpakin/tiny-ecs",
|
||||
license = "MIT"
|
||||
}
|
||||
dependencies = {
|
||||
"lua >= 5.1"
|
||||
}
|
||||
build = {
|
||||
type = "builtin",
|
||||
modules = {
|
||||
tiny = "tiny.lua"
|
||||
}
|
||||
}
|
||||
+47
-24
@@ -1,24 +1,15 @@
|
||||
local tiny = require "tiny"
|
||||
|
||||
-- Taken from answer at http://stackoverflow.com/questions/640642/how-do-you-copy-a-lua-table-by-value
|
||||
local function deep_copy(o, seen)
|
||||
seen = seen or {}
|
||||
if o == nil then return nil end
|
||||
if seen[o] then return seen[o] end
|
||||
|
||||
local no
|
||||
if type(o) == 'table' then
|
||||
no = {}
|
||||
seen[o] = no
|
||||
|
||||
for k, v in next, o, nil do
|
||||
no[deep_copy(k, seen)] = deep_copy(v, seen)
|
||||
local function deep_copy(x)
|
||||
if type(x) == 'table' then
|
||||
local nx = {}
|
||||
for k, v in next, x, nil do
|
||||
nx[deep_copy(k)] = deep_copy(v)
|
||||
end
|
||||
setmetatable(no, deep_copy(getmetatable(o), seen))
|
||||
else -- number, string, boolean, etc
|
||||
no = o
|
||||
return nx
|
||||
else
|
||||
return x
|
||||
end
|
||||
return no
|
||||
end
|
||||
|
||||
local entityTemplate1 = {
|
||||
@@ -65,7 +56,14 @@ describe('tiny-ecs:', function()
|
||||
local ftap = tiny.requireAll("spinalTap")
|
||||
local fvel = tiny.requireAll("vel")
|
||||
local fxform = tiny.requireAll("xform")
|
||||
local fall = tiny.requireOne("spinalTap", "onlyTen", "littleMan")
|
||||
local fall = tiny.requireAny("spinalTap", "onlyTen", "littleMan")
|
||||
|
||||
-- Only select Entities without "spinalTap"
|
||||
local frtap = tiny.rejectAny("spinalTap")
|
||||
|
||||
-- Select Entities without all three: "spinalTap", "onlyTen", and
|
||||
-- "littleMan"
|
||||
local frall = tiny.rejectAll("spinalTap", "onlyTen", "littleMan")
|
||||
|
||||
assert.truthy(fall(nil, entity1))
|
||||
assert.truthy(ftap(nil, entity1))
|
||||
@@ -77,6 +75,14 @@ describe('tiny-ecs:', function()
|
||||
assert.truthy(fall(nil, entity2))
|
||||
assert.truthy(fall(nil, entity3))
|
||||
|
||||
assert.falsy(frtap(nil, entity1))
|
||||
assert.truthy(frtap(nil, entity2))
|
||||
assert.truthy(frtap(nil, entity3))
|
||||
|
||||
assert.truthy(frall(nil, entity1))
|
||||
assert.truthy(frall(nil, entity2))
|
||||
assert.truthy(frall(nil, entity3))
|
||||
|
||||
end)
|
||||
|
||||
end)
|
||||
@@ -97,7 +103,7 @@ describe('tiny-ecs:', function()
|
||||
|
||||
local timePassed = 0
|
||||
local oneTimeSystem = tiny.system()
|
||||
function oneTimeSystem:update(entities, dt)
|
||||
function oneTimeSystem:update(dt)
|
||||
timePassed = timePassed + dt
|
||||
end
|
||||
|
||||
@@ -138,15 +144,19 @@ describe('tiny-ecs:', function()
|
||||
assert.equals(0, world:getSystemCount())
|
||||
end)
|
||||
|
||||
it("Disable and Enable Systems", function()
|
||||
world:deactivate(moveSystem, oneTimeSystem)
|
||||
it("Deactivate and Activate Systems", function()
|
||||
moveSystem.active = false
|
||||
oneTimeSystem.active = false
|
||||
world:update(1)
|
||||
assert.equals(world:getSystemCount(), 2)
|
||||
assert.equals(timePassed, 0)
|
||||
assert.equals(entity1.xform.x, entityTemplate1.xform.x)
|
||||
world:activate(moveSystem, oneTimeSystem)
|
||||
moveSystem.active = true
|
||||
oneTimeSystem.active = true
|
||||
world:update(1)
|
||||
assert.equals(timePassed, 1)
|
||||
assert.are_not.equal(entity1.xform.x, entityTemplate1.xform.x)
|
||||
assert.equals(world:getSystemCount(), 2)
|
||||
end)
|
||||
|
||||
it("Clear Entities", function()
|
||||
@@ -201,8 +211,21 @@ describe('tiny-ecs:', function()
|
||||
world:update(1)
|
||||
world:setSystemIndex(moveSystem, 2)
|
||||
world:update(1)
|
||||
assert.equals(2, world:getSystemIndex(moveSystem))
|
||||
assert.equals(1, world:getSystemIndex(oneTimeSystem))
|
||||
assert.equals(2, moveSystem.index)
|
||||
assert.equals(1, oneTimeSystem.index)
|
||||
end)
|
||||
|
||||
it("Sorts Entities in Sorting Systems", function()
|
||||
local sortsys = tiny.sortedProcessingSystem()
|
||||
sortsys.filter = tiny.requireAll("vel")
|
||||
function sortsys:compare(e1, e2)
|
||||
return e1.vel.x < e2.vel.x
|
||||
end
|
||||
world:add(sortsys)
|
||||
world:update(0)
|
||||
assert.equals(sortsys.entities[1], entity2)
|
||||
assert.equals(sortsys.entities[2], entity3)
|
||||
assert.equals(sortsys.entities[3], entity1)
|
||||
end)
|
||||
|
||||
end)
|
||||
|
||||
@@ -0,0 +1,23 @@
|
||||
package = "tiny-ecs"
|
||||
version = "scm-0"
|
||||
source = {
|
||||
url = "git://github.com/bakpakin/tiny-ecs",
|
||||
}
|
||||
description = {
|
||||
summary = "Entity Component System for Lua.",
|
||||
detailed = [[
|
||||
Pure Lua implementation of an easy to use, compact, fast, and flexible
|
||||
Entity Component System. Works well with Object Orientation.
|
||||
]],
|
||||
homepage = "https://github.com/bakpakin/tiny-ecs",
|
||||
license = "MIT"
|
||||
}
|
||||
dependencies = {
|
||||
"lua >= 5.1"
|
||||
}
|
||||
build = {
|
||||
type = "builtin",
|
||||
modules = {
|
||||
tiny = "tiny.lua"
|
||||
}
|
||||
}
|
||||
@@ -1,14 +1,38 @@
|
||||
--[[
|
||||
Copyright (c) 2015 Calvin Rose
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
this software and associated documentation files (the "Software"), to deal in
|
||||
the Software without restriction, including without limitation the rights to
|
||||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
|
||||
the Software, and to permit persons to whom the Software is furnished to do so,
|
||||
subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
|
||||
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
|
||||
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
|
||||
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
|
||||
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
]]
|
||||
|
||||
--- @module tiny-ecs
|
||||
-- @author Calvin Rose
|
||||
local tiny = { _VERSION = "1.0-2" }
|
||||
-- @license MIT
|
||||
-- @copyright 2015
|
||||
local tiny = { _VERSION = "1.1-7" }
|
||||
|
||||
-- Local versions of standard lua functions
|
||||
local tinsert = table.insert
|
||||
local tremove = table.remove
|
||||
local tsort = table.sort
|
||||
local pairs = pairs
|
||||
local ipairs = ipairs
|
||||
local setmetatable = setmetatable
|
||||
local type = type
|
||||
local select = select
|
||||
|
||||
-- Local versions of the library functions
|
||||
local tiny_manageEntities
|
||||
@@ -22,20 +46,56 @@ local tiny_remove
|
||||
|
||||
--- Filter functions.
|
||||
-- A Filter is a function that selects which Entities apply to a System.
|
||||
-- Filters take two parameters, the System and the Entity, and return a boolean
|
||||
-- value indicating if the Entity should be processed by the System.
|
||||
--
|
||||
-- Filters must be added to Systems by setting the `filter` field of the System.
|
||||
-- Filter's returned by tiny-ecs's Filter functions are immutable and can be
|
||||
-- used by multiple Systems.
|
||||
--
|
||||
-- local f1 = tiny.requireAll("position", "velocity", "size")
|
||||
-- local f2 = tiny.requireAny("position", "velocity", "size")
|
||||
--
|
||||
-- local e1 = {
|
||||
-- position = {2, 3},
|
||||
-- velocity = {3, 3},
|
||||
-- size = {4, 4}
|
||||
-- }
|
||||
--
|
||||
-- local entity2 = {
|
||||
-- position = {4, 5},
|
||||
-- size = {4, 4}
|
||||
-- }
|
||||
--
|
||||
-- local e3 = {
|
||||
-- position = {2, 3},
|
||||
-- velocity = {3, 3}
|
||||
-- }
|
||||
--
|
||||
-- print(f1(nil, e1), f1(nil, e2), f1(nil, e3)) -- prints true, false, false
|
||||
-- print(f2(nil, e1), f2(nil, e2), f2(nil, e3)) -- prints true, true, true
|
||||
--
|
||||
-- Filters can also be passed as arguments to other Filter constructors. This is
|
||||
-- a powerful way to create complex, custom Filters that select a very specific
|
||||
-- set of Entities.
|
||||
--
|
||||
-- -- Selects Entities with an "image" Component, but not Entities with a
|
||||
-- -- "Player" or "Enemy" Component.
|
||||
-- filter = tiny.requireAll("image", tiny.rejectAny("Player", "Enemy"))
|
||||
--
|
||||
-- @section Filter
|
||||
|
||||
--- Makes a Filter that filters Entities with specified Components.
|
||||
-- An Entity must have all Components to match the filter.
|
||||
-- @param ... List of Components
|
||||
--- Makes a Filter that selects Entities with all specified Components and
|
||||
-- Filters.
|
||||
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
|
||||
@@ -46,18 +106,17 @@ function tiny.requireAll(...)
|
||||
end
|
||||
end
|
||||
|
||||
--- Makes a Filter that filters Entities with specified Components.
|
||||
-- An Entity must have at least one specified Component to match the filter.
|
||||
-- @param ... List of Components
|
||||
function tiny.requireOne(...)
|
||||
--- Makes a Filter that selects Entities with at least one of the specified
|
||||
-- Components and Filters.
|
||||
function tiny.requireAny(...)
|
||||
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
|
||||
@@ -68,47 +127,122 @@ function tiny.requireOne(...)
|
||||
end
|
||||
end
|
||||
|
||||
--- Makes a Filter that rejects Entities with all specified Components and
|
||||
-- Filters, and selects all other Entities.
|
||||
function tiny.rejectAll(...)
|
||||
local components = {...}
|
||||
local len = #components
|
||||
return function(system, e)
|
||||
local c
|
||||
for i = 1, len do
|
||||
c = components[i]
|
||||
if type(c) == 'function' then
|
||||
if not c(system, e) then
|
||||
return true
|
||||
end
|
||||
elseif e[c] == nil then
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
--- Makes a Filter that rejects Entities with at least one of the specified
|
||||
-- Components and Filters, and selects all other Entities.
|
||||
function tiny.rejectAny(...)
|
||||
local components = {...}
|
||||
local len = #components
|
||||
return function(system, e)
|
||||
local c
|
||||
for i = 1, len do
|
||||
c = components[i]
|
||||
if type(c) == 'function' then
|
||||
if c(system, e) then
|
||||
return false
|
||||
end
|
||||
elseif e[c] ~= nil then
|
||||
return false
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
--- System functions.
|
||||
-- A System is a wrapper around function callbacks for manipulating Entities.
|
||||
-- Systems are implemented as tables that contain at least one method;
|
||||
-- an update function that takes parameters like so:
|
||||
--
|
||||
-- * `function system:update(dt)`.
|
||||
--
|
||||
-- There are also a few other optional callbacks:
|
||||
--
|
||||
-- * `function system:filter(entity)` - Returns true if this System should
|
||||
-- include this Entity, otherwise should return false. If this isn't specified,
|
||||
-- no Entities are included in the System.
|
||||
-- * `function system:onAdd(entity)` - Called when an Entity is added to the
|
||||
-- System.
|
||||
-- * `function system:onRemove(entity)` - Called when an Entity is removed
|
||||
-- from the System.
|
||||
-- * `function system:onModify(dt)` - Called when the System is modified by
|
||||
-- adding or removing Entities from the System.
|
||||
--
|
||||
-- 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")
|
||||
-- or
|
||||
-- function system:filter(entity)
|
||||
-- return entity.myRequiredComponentName ~= nil
|
||||
-- end
|
||||
--
|
||||
-- All Systems also have a few important fields that are initialized when the
|
||||
-- system is added to the World. A few are important, and few should be less
|
||||
-- commonly used.
|
||||
--
|
||||
-- * 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.
|
||||
-- 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
|
||||
-- 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
|
||||
-- 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
|
||||
-- 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
|
||||
-- in the next update, if it has one. This is usually managed by tiny-ecs, so
|
||||
-- users should mostly ignore this, too.
|
||||
--
|
||||
-- @section System
|
||||
|
||||
-- Use an empty table as a key for identifying Systems. Any table that contains
|
||||
-- this key is considered a System rather than an Entity.
|
||||
local systemTableKey = { "SYSTEM_TABLE_KEY" }
|
||||
|
||||
-- Check if tables are systems.
|
||||
-- Checks if a table is a System.
|
||||
local function isSystem(table)
|
||||
return table[systemTableKey]
|
||||
end
|
||||
|
||||
--- Creates a System. Systems are tables that contain at least one field;
|
||||
-- an update function that takes parameters like so:
|
||||
-- `function system:update(entities, dt)`. `entities` is an unordered table of
|
||||
-- Entities with Entities as KEYS, and `dt` is the delta time. There are also a
|
||||
-- few other optional callbacks:
|
||||
-- `function system:filter(entity)` - returns a boolean,
|
||||
-- `function system:onAdd(entity)` - returns nil,
|
||||
-- `function system:onRemove(entity)` - returns nil.
|
||||
-- For Filters, it is conveient to use `tiny.requireAll` or `tiny.requireOne`,
|
||||
-- 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[systemTableKey] = true
|
||||
return table
|
||||
end
|
||||
|
||||
-- Update function for all Processing Systems.
|
||||
local function processingSystemUpdate(system, entities, dt)
|
||||
local function processingSystemUpdate(system, dt)
|
||||
local entities = system.entities
|
||||
local preProcess = system.preProcess
|
||||
local process = system.process
|
||||
local postProcess = system.postProcess
|
||||
local entity
|
||||
|
||||
if preProcess then
|
||||
preProcess(system, entities, dt)
|
||||
preProcess(system, dt)
|
||||
end
|
||||
|
||||
if process then
|
||||
@@ -120,48 +254,100 @@ local function processingSystemUpdate(system, entities, dt)
|
||||
end
|
||||
|
||||
if postProcess then
|
||||
postProcess(system, entities, dt)
|
||||
postProcess(system, dt)
|
||||
end
|
||||
end
|
||||
|
||||
--- Creates a Processing System. A Processing System iterates through its
|
||||
-- Entities in no particluar order, and updates them individually. It has two
|
||||
-- important fields, `function system:process(entity, dt)`, and `function
|
||||
-- system:filter(entity)`. `entities` is Entities,
|
||||
-- and `dt` is the delta time. There are also a few other
|
||||
-- optional callbacks:
|
||||
-- `function system:preProcess(entities, dt)` - returns nil,
|
||||
-- `function system:postProcess(entities, dt)` - returns nil,
|
||||
-- `function system:onAdd(entity)` - returns nil,
|
||||
-- `function system:onRemove(entity)` - returns nil.
|
||||
-- For Filters, it is conveient to use `tiny.requireAll` or `tiny.requireOne`,
|
||||
-- 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
|
||||
-- Processing System.
|
||||
function tiny.processingSystem(table)
|
||||
if table == nil then
|
||||
table = {}
|
||||
-- Sorts Systems by a function system.sort(entity1, entity2) on modify.
|
||||
local function sortedSystemOnModify(system, dt)
|
||||
local entities = system.entities
|
||||
local indices = system.indices
|
||||
local sortDelegate = system.sortDelegate
|
||||
if not sortDelegate then
|
||||
local compare = system.compare
|
||||
sortDelegate = function(e1, e2)
|
||||
return compare(system, e1, e2)
|
||||
end
|
||||
system.sortDelegate = sortDelegate
|
||||
end
|
||||
tsort(entities, sortDelegate)
|
||||
for i = 1, #entities do
|
||||
local entity = entities[i]
|
||||
indices[entity] = i
|
||||
end
|
||||
end
|
||||
|
||||
--- Creates a new System or System class from the supplied table. If `table` is
|
||||
-- nil, creates a new table.
|
||||
function tiny.system(table)
|
||||
table = table or {}
|
||||
table[systemTableKey] = true
|
||||
return table
|
||||
end
|
||||
|
||||
--- Creates a new Processing System or Processing System class. Processing
|
||||
-- Systems process each entity individual, and are usually what is needed.
|
||||
-- Processing Systems have three extra callbacks besides those inheritted from
|
||||
-- vanilla Systems.
|
||||
--
|
||||
-- function system:preProcess(entities, dt) -- Called before iteration.
|
||||
-- function system:process(entities, dt) -- Process each entity.
|
||||
-- function system:postProcess(entity, dt) -- Called after iteration.
|
||||
--
|
||||
-- Processing Systems have their own `update` method, so don't implement a
|
||||
-- a custom `update` callback for Processing Systems.
|
||||
-- @see system
|
||||
function tiny.processingSystem(table)
|
||||
table = table or {}
|
||||
table[systemTableKey] = true
|
||||
table.update = processingSystemUpdate
|
||||
return table
|
||||
end
|
||||
|
||||
--- Creates a new Sorted System or Sorted System class. Sorted Systems sort
|
||||
-- their Entities according to a user-defined method, `system:compare(e1, e2)`,
|
||||
-- which should return true if `e1` should come before `e2` and false otherwise.
|
||||
-- Sorted Systems also override the default System's `onModify` callback, so be
|
||||
-- careful if defining a custom callback. However, for processing the sorted
|
||||
-- entities, consider `tiny.sortedProcessingSystem(table)`.
|
||||
-- @see system
|
||||
function tiny.sortedSystem(table)
|
||||
table = table or {}
|
||||
table[systemTableKey] = true
|
||||
table.onModify = sortedSystemOnModify
|
||||
return table
|
||||
end
|
||||
|
||||
--- Creates a new Sorted Processing System or Sorted Processing System class.
|
||||
-- Sorted Processing Systems have both the aspects of Processing Systems and
|
||||
-- Sorted Systems.
|
||||
-- @see system
|
||||
-- @see processingSystem
|
||||
-- @see sortedSystem
|
||||
function tiny.sortedProcessingSystem(table)
|
||||
table = table or {}
|
||||
table[systemTableKey] = true
|
||||
table.update = processingSystemUpdate
|
||||
table.onModify = sortedSystemOnModify
|
||||
return table
|
||||
end
|
||||
|
||||
--- World functions.
|
||||
-- A World is a container that manages Entities and Systems. The tiny-ecs module
|
||||
-- is set to be the `__index` of all World tables, so the often clearer syntax of
|
||||
-- World:method can be used for any function in the library. For example,
|
||||
-- `tiny.add(world, e1, e2, e3)` is the same as `world:add(e1, e2, e3).`
|
||||
-- A World is a container that manages Entities and Systems. Typically, a
|
||||
-- program uses one World at a time.
|
||||
--
|
||||
-- For all World functions except `tiny.world(...)`, object-oriented syntax can
|
||||
-- be used instead of the documented syntax. For example,
|
||||
-- `tiny.add(world, e1, e2, e3)` is the same as `world:add(e1, e2, e3)`.
|
||||
-- @section World
|
||||
|
||||
local worldMetaTable = { __index = tiny }
|
||||
-- Forward declaration
|
||||
local worldMetaTable
|
||||
|
||||
--- Creates a new World.
|
||||
-- Can optionally add default Systems and Entities.
|
||||
-- @param ... Systems and Entities to add to the World
|
||||
-- @return A new World
|
||||
-- Can optionally add default Systems and Entities. Returns the new World along
|
||||
-- with default Entities and Systems.
|
||||
function tiny.world(...)
|
||||
|
||||
local ret = {
|
||||
|
||||
-- List of Entities to add
|
||||
@@ -179,120 +365,95 @@ function tiny.world(...)
|
||||
-- Set of Entities
|
||||
entities = {},
|
||||
|
||||
-- Number of Entities in World.
|
||||
-- Number of Entities in World
|
||||
entityCount = 0,
|
||||
|
||||
-- List of System Data. A data element is a table with 4
|
||||
-- keys: system, indices, entities, and active.
|
||||
systems = {},
|
||||
|
||||
-- Table of Systems to System Indices
|
||||
systemIndices = {}
|
||||
-- List of Systems
|
||||
systems = {}
|
||||
}
|
||||
|
||||
tiny_add(ret, ...)
|
||||
tiny_manageSystems(ret)
|
||||
tiny_manageEntities(ret)
|
||||
|
||||
return setmetatable(ret, worldMetaTable)
|
||||
|
||||
return setmetatable(ret, worldMetaTable), ...
|
||||
end
|
||||
|
||||
--- Adds an Entity to the world.
|
||||
-- The new Entity will enter the world next time World:update is called.
|
||||
-- Also call this on Entities that have changed Components such that it
|
||||
-- matches different systems.
|
||||
-- @param world
|
||||
-- @param entity
|
||||
-- Also call this on Entities that have changed Components such that they
|
||||
-- match different Filters. Returns the Entity.
|
||||
function tiny.addEntity(world, entity)
|
||||
local e2a = world.entitiesToAdd
|
||||
e2a[#e2a + 1] = entity
|
||||
if world.entities[entity] then
|
||||
tiny_removeEntity(world, entity)
|
||||
end
|
||||
return entity
|
||||
end
|
||||
tiny_addEntity = tiny.addEntity
|
||||
|
||||
--- Adds a System to the world.
|
||||
-- The new System will enter the world next time World:update is called.
|
||||
-- @param world
|
||||
-- @param system
|
||||
--- Adds a System to the world. Returns the System.
|
||||
function tiny.addSystem(world, system)
|
||||
local s2a = world.systemsToAdd
|
||||
s2a[#s2a + 1] = system
|
||||
return system
|
||||
end
|
||||
tiny_addSystem = tiny.addSystem
|
||||
|
||||
--- Shortcut for adding multiple Entities and Systems to the World.
|
||||
-- New objects will enter the World the next time World:update(dt) is called.
|
||||
-- Also call this method when an Entity has had its Components changed, such
|
||||
-- that it matches different Filters.
|
||||
-- @param world
|
||||
-- @param ... Systems and Entities
|
||||
--- Shortcut for adding multiple Entities and Systems to the World. Returns all
|
||||
-- added Entities and Systems.
|
||||
function tiny.add(world, ...)
|
||||
local args = {...}
|
||||
for _, obj in ipairs(args) do
|
||||
local obj
|
||||
for i = 1, select("#", ...) do
|
||||
obj = select(i, ...)
|
||||
if obj then
|
||||
if isSystem(obj) then
|
||||
tiny_addSystem(world, obj)
|
||||
else -- Assume obj is an Entity
|
||||
tiny_addEntity(world, obj)
|
||||
end
|
||||
end
|
||||
end
|
||||
return ...
|
||||
end
|
||||
tiny_add = tiny.add
|
||||
|
||||
--- Removes an Entity to the World.
|
||||
-- The Entity will exit the World next time World:update is called.
|
||||
-- Also call this on Entities that have changed Components such that it
|
||||
-- matches different systems.
|
||||
-- @param world
|
||||
-- @param entity
|
||||
--- Removes an Entity to the World. Returns the Entity.
|
||||
function tiny.removeEntity(world, entity)
|
||||
local e2r = world.entitiesToRemove
|
||||
e2r[#e2r + 1] = entity
|
||||
return entity
|
||||
end
|
||||
tiny_removeEntity = tiny.removeEntity
|
||||
|
||||
--- Removes a System from the world.
|
||||
-- The System will exit the World next time World:update is called.
|
||||
-- @param world
|
||||
-- @param system
|
||||
--- Removes a System from the world. Returns the System.
|
||||
function tiny.removeSystem(world, system)
|
||||
local s2r = world.systemsToRemove
|
||||
s2r[#s2r + 1] = system
|
||||
return system
|
||||
end
|
||||
tiny_removeSystem = tiny.removeSystem
|
||||
|
||||
--- Shortcut for removing multiple Entities and Systems from the World.
|
||||
-- Objects will exit the World the next time World:update(dt) is called.
|
||||
-- @param world
|
||||
-- @param ... Systems and Entities
|
||||
--- Shortcut for removing multiple Entities and Systems from the World. Returns
|
||||
-- all removed Systems and Entities
|
||||
function tiny.remove(world, ...)
|
||||
local args = {...}
|
||||
for _, obj in ipairs(args) do
|
||||
local obj
|
||||
for i = 1, select("#", ...) do
|
||||
obj = select(i, ...)
|
||||
if obj then
|
||||
if isSystem(obj) then
|
||||
tiny_removeSystem(world, obj)
|
||||
else -- Assume obj is an Entity
|
||||
tiny_removeEntity(world, obj)
|
||||
end
|
||||
end
|
||||
end
|
||||
return ...
|
||||
end
|
||||
tiny_remove = tiny.remove
|
||||
|
||||
--- Updates a System.
|
||||
-- @param world
|
||||
-- @param system A System in the World to update
|
||||
-- @param dt Delta time
|
||||
function tiny.updateSystem(world, system, dt)
|
||||
local es = world.systemEntities[system]
|
||||
system:update(es, dt)
|
||||
end
|
||||
|
||||
--- Adds and removes Systems that have been marked from the World.
|
||||
-- The user of this library should seldom if ever call this.
|
||||
-- @param world
|
||||
function tiny.manageSystems(world)
|
||||
|
||||
-- Adds and removes Systems that have been marked from the World.
|
||||
function tiny_manageSystems(world)
|
||||
local s2a, s2r = world.systemsToAdd, world.systemsToRemove
|
||||
|
||||
-- Early exit
|
||||
@@ -300,44 +461,53 @@ function tiny.manageSystems(world)
|
||||
return
|
||||
end
|
||||
|
||||
local systemIndices = world.systemIndices
|
||||
local entities = world.entities
|
||||
local systems = world.systems
|
||||
|
||||
local system, systemData, index, filter, entityList, entityIndices, entityIndex, onRemove, onAdd
|
||||
local system, index, filter
|
||||
local entityList, entityIndices, entityIndex, onRemove, onAdd
|
||||
|
||||
-- Remove Systems
|
||||
for i = 1, #s2r do
|
||||
system = s2r[i]
|
||||
index = systemIndices[system]
|
||||
if index then
|
||||
systemData = systems[index]
|
||||
index = system.index
|
||||
if system.world == world then
|
||||
onRemove = system.onRemove
|
||||
if onRemove then
|
||||
entityList = systemData.entities
|
||||
entityList = system.entities
|
||||
for j = 1, #entityList do
|
||||
onRemove(system, entityList[j])
|
||||
end
|
||||
end
|
||||
systemIndices[system] = nil
|
||||
tremove(systems, index)
|
||||
for j = index, #systems do
|
||||
systemIndices[systems[j].system] = j
|
||||
systems[j].index = j
|
||||
end
|
||||
end
|
||||
s2r[i] = nil
|
||||
|
||||
-- Clean up System
|
||||
system.world = nil
|
||||
system.entities = nil
|
||||
system.indices = nil
|
||||
system.index = nil
|
||||
end
|
||||
|
||||
-- Add Systems
|
||||
for i = 1, #s2a do
|
||||
system = s2a[i]
|
||||
if not systemIndices[system] then
|
||||
if systems[system.index] ~= system then
|
||||
entityList = {}
|
||||
entityIndices = {}
|
||||
systemData = { system = system, entities = entityList, indices = entityIndices, active = true }
|
||||
system.entities = entityList
|
||||
system.indices = entityIndices
|
||||
if system.active == nil then
|
||||
system.active = true
|
||||
end
|
||||
system.modified = true
|
||||
system.world = world
|
||||
index = #systems + 1
|
||||
systemIndices[system] = index
|
||||
systems[index] = systemData
|
||||
system.index = index
|
||||
systems[index] = system
|
||||
|
||||
-- Try to add Entities
|
||||
onAdd = system.onAdd
|
||||
@@ -357,15 +527,10 @@ function tiny.manageSystems(world)
|
||||
end
|
||||
s2a[i] = nil
|
||||
end
|
||||
|
||||
end
|
||||
tiny_manageSystems = tiny.manageSystems
|
||||
|
||||
--- Adds and removes Entities that have been marked.
|
||||
-- The user of this library should seldom if ever call this.
|
||||
-- @param world
|
||||
function tiny.manageEntities(world)
|
||||
|
||||
-- Adds and removes Entities that have been marked.
|
||||
function tiny_manageEntities(world)
|
||||
local e2a, e2r = world.entitiesToAdd, world.entitiesToRemove
|
||||
|
||||
-- Early exit
|
||||
@@ -376,28 +541,29 @@ function tiny.manageEntities(world)
|
||||
local entities = world.entities
|
||||
local systems = world.systems
|
||||
local entityCount = world.entityCount
|
||||
local entity, system, systemData, index, onRemove, onAdd, ses, seis, filter, tmpEntity
|
||||
local entity, system, index
|
||||
local onRemove, onAdd, ses, seis, filter, tmpEntity
|
||||
|
||||
-- Remove Entities
|
||||
for i = 1, #e2r do
|
||||
entity = e2r[i]
|
||||
if entities[entity] then
|
||||
entities[entity] = nil
|
||||
entityCount = entityCount - 1
|
||||
|
||||
for j = 1, #systems do
|
||||
systemData = systems[j]
|
||||
system = systemData.system
|
||||
ses = systemData.entities
|
||||
seis = systemData.indices
|
||||
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
|
||||
entityCount = entityCount - 1
|
||||
onRemove = system.onRemove
|
||||
if onRemove then
|
||||
onRemove(system, entity)
|
||||
@@ -410,24 +576,23 @@ function tiny.manageEntities(world)
|
||||
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
|
||||
systemData = systems[j]
|
||||
system = systemData.system
|
||||
ses = systemData.entities
|
||||
seis = systemData.indices
|
||||
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
|
||||
entityCount = entityCount + 1
|
||||
onAdd = system.onAdd
|
||||
if onAdd then
|
||||
onAdd(system, entity)
|
||||
@@ -442,36 +607,63 @@ function tiny.manageEntities(world)
|
||||
|
||||
-- Update Entity count
|
||||
world.entityCount = entityCount
|
||||
|
||||
end
|
||||
tiny_manageEntities = tiny.manageEntities
|
||||
|
||||
--- Updates the World.
|
||||
-- Frees Entities that have been marked for freeing, adds
|
||||
-- entities that have been marked for adding, etc.
|
||||
-- @param world
|
||||
-- @param dt Delta time
|
||||
function tiny.update(world, dt)
|
||||
--- Manages Entities and Systems marked for deletion or addition. Call this
|
||||
-- before modifying Systems and Entities outside of a call to `tiny.update`.
|
||||
-- Do not call this within a call to `tiny.update`.
|
||||
function tiny.refresh(world)
|
||||
tiny_manageSystems(world)
|
||||
tiny_manageEntities(world)
|
||||
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 systemData
|
||||
local system, update, interval, onModify
|
||||
|
||||
-- Iterate through Systems IN ORDER
|
||||
for i = 1, #systems do
|
||||
systemData = systems[i]
|
||||
if systemData.active then
|
||||
systemData.system:update(systemData.entities, dt)
|
||||
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.
|
||||
-- When World:update(dt) is next called,
|
||||
-- all Entities will be removed.
|
||||
-- @param world
|
||||
function tiny.clearEntities(world)
|
||||
for e in pairs(world.entities) do
|
||||
tiny_removeEntity(world, e)
|
||||
@@ -479,80 +671,64 @@ function tiny.clearEntities(world)
|
||||
end
|
||||
|
||||
--- Removes all Systems from the World.
|
||||
-- When World:update(dt) is next called,
|
||||
-- all Systems will be removed.
|
||||
-- @param world
|
||||
function tiny.clearSystems(world)
|
||||
local systems = world.systems
|
||||
for i = #systems, 1, -1 do
|
||||
tiny_removeSystem(world, systems[i].system)
|
||||
tiny_removeSystem(world, systems[i])
|
||||
end
|
||||
end
|
||||
|
||||
--- Gets count of Entities in World.
|
||||
-- @param world
|
||||
--- Gets number of Entities in the World.
|
||||
function tiny.getEntityCount(world)
|
||||
return world.entityCount
|
||||
end
|
||||
|
||||
--- Gets count of Systems in World.
|
||||
-- @param world
|
||||
--- Gets number of Systems in World.
|
||||
function tiny.getSystemCount(world)
|
||||
return #(world.systems)
|
||||
end
|
||||
|
||||
--- Gets the index of a System in the world. Lower indexed Systems are processed
|
||||
-- before higher indexed systems.
|
||||
-- @param world
|
||||
-- @param system
|
||||
--- Gets the index of the System in the World.
|
||||
-- A simpler alternative is `system.index`.
|
||||
function tiny.getSystemIndex(world, system)
|
||||
return world.systemIndices[system]
|
||||
return system.index
|
||||
end
|
||||
|
||||
--- Sets the index of a System in the world. Changes the order in
|
||||
-- which they Systems processed, because lower indexed Systems are processed
|
||||
-- first.
|
||||
-- @param world
|
||||
-- @param system
|
||||
-- @param index
|
||||
--- 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 systemIndices = world.systemIndices
|
||||
local oldIndex = systemIndices[system]
|
||||
local oldIndex = system.index
|
||||
local systems = world.systems
|
||||
local systemData = systems[oldIndex]
|
||||
|
||||
tremove(systems, oldIndex)
|
||||
tinsert(systems, index, systemData)
|
||||
tinsert(systems, index, system)
|
||||
|
||||
for i = oldIndex, index, index >= oldIndex and 1 or -1 do
|
||||
systemIndices[systems[i].system] = i
|
||||
systems[i].index = i
|
||||
end
|
||||
|
||||
return oldIndex
|
||||
end
|
||||
|
||||
--- Activates Systems in the World.
|
||||
-- Activated Systems will be update whenever tiny.update(world, dt) is called.
|
||||
-- @param world
|
||||
-- @param ... Systems to activate. The Systems must already be added to the
|
||||
-- World.
|
||||
function tiny.activate(world, ...)
|
||||
local args = {...}
|
||||
for _, system in ipairs(args) do
|
||||
world.systems[world.systemIndices[system]].active = true
|
||||
end
|
||||
end
|
||||
|
||||
--- Deactivates Systems 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 ... Systems to deactivate. The Systems must already be added to the
|
||||
-- World.
|
||||
function tiny.deactivate(world, ...)
|
||||
local args = {...}
|
||||
for _, system in ipairs(args) do
|
||||
world.systems[world.systemIndices[system]].active = false
|
||||
end
|
||||
end
|
||||
-- Construct world metatable.
|
||||
worldMetaTable = {
|
||||
__index = {
|
||||
add = tiny.add,
|
||||
addEntity = tiny.addEntity,
|
||||
addSystem = tiny.addSystem,
|
||||
remove = tiny.remove,
|
||||
removeEntity = tiny.removeEntity,
|
||||
removeSystem = tiny.removeSystem,
|
||||
refresh = tiny.refresh,
|
||||
update = tiny.update,
|
||||
clearEntities = tiny.clearEntities,
|
||||
clearSystems = tiny.clearSystems,
|
||||
getEntityCount = tiny.getEntityCount,
|
||||
getSystemCount = tiny.getSystemCount,
|
||||
getSystemIndex = tiny.getSystemIndex,
|
||||
setSystemIndex = tiny.setSystemIndex
|
||||
}
|
||||
}
|
||||
|
||||
return tiny
|
||||
|
||||
Reference in New Issue
Block a user