21 Commits

Author SHA1 Message Date
bakpakin
927652597c Update to version 1.1-4. 2015-06-19 19:08:06 -04:00
bakpakin
6b3af0f2da Remove 2.0-1 from existence. 2015-06-19 18:55:06 -04:00
bakpakin
31f3396db1 Change System API again.
Remove tiny.getSystemEntityCount because it's useless and deprecation is for chumps.
2015-06-19 18:48:18 -04:00
bakpakin
cb9ab332d2 Fix sorting + add sorting test. 2015-06-18 16:02:16 -04:00
bakpakin
1fd32dab9a Add "world" flag in Systems. Clean up Systems when removing them from Worlds. 2015-06-18 15:19:21 -04:00
bakpakin
0a12897695 Correct use of 'self' in intervalSystemUpdate 2015-06-17 10:35:47 -04:00
bakpakin
e44ac6cdb3 Update to version 2.0-1 2015-06-16 23:48:57 -04:00
bakpakin
6f299470d0 Add CHANGELOG.md 2015-06-16 23:44:19 -04:00
bakpakin
61ffd2551b Readd tiny.processingSystem(table). 2015-06-16 23:26:48 -04:00
bakpakin
c66ed98a5a Add License sticker to README.md. 2015-06-16 23:13:53 -04:00
bakpakin
2621bd16a3 Add tiny.getSystemEntityCount(system). 2015-06-16 22:51:23 -04:00
bakpakin
c408267932 Update documentation. 2015-06-16 22:39:10 -04:00
bakpakin
557927577d Fix sorting. Change API for creating Systems to be more flexible. 2015-06-16 21:15:30 -04:00
bakpakin
cbfc3d360f Add attributes to tiny.system. Implement Interval Systems. 2015-06-16 20:28:21 -04:00
bakpakin
d35d62ed3c Add optional filter to tiny.update(world, dt, [filter]) 2015-06-16 19:45:09 -04:00
bakpakin
74666ca0c3 Fix adding inactive Systems. 2015-06-16 19:14:56 -04:00
bakpakin
5978ace463 Update to version 1.1-3 2015-06-14 10:22:03 -04:00
bakpakin
a504bd6336 Add removeSystem to World metatable. 2015-06-14 10:17:18 -04:00
bakpakin
69ae37586e Fix scm rockspec. 2015-06-07 20:05:56 -04:00
bakpakin
44fb94c457 Add scm rockspec. Fix README. 2015-06-07 18:47:50 -04:00
bakpakin
9230dad1e1 Update README.md to direct users to demo. 2015-05-17 08:26:04 +08:00
7 changed files with 201 additions and 130 deletions
+9 -10
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@@ -1,4 +1,7 @@
# tiny-ecs # # tiny-ecs #
[![License](http://img.shields.io/badge/Licence-MIT-brightgreen.svg)](LICENSE)
Tiny-ecs is an Entity Component System for lua that's simple, flexible, and useful. 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 Because of lua's tabular nature, Entity Component Systems are a natural choice
for simulating large and complex systems. For more explanation on Entity for simulating large and complex systems. For more explanation on Entity
@@ -8,6 +11,8 @@ Component Systems, here is some
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 do not use metatables. This means you can subclass your
Systems and Entities, and use existing lua class frameworks with tiny-ecs, no problem. Systems and Entities, and use existing lua class frameworks with tiny-ecs, no problem.
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 ## ## Overview ##
Tiny-ecs has four important types: Worlds, Filters, Systems, and Entities. Tiny-ecs has four important types: Worlds, Filters, Systems, and Entities.
@@ -29,7 +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 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 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 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 ###
Filters are used to select Entities. Filters can be any lua function, but Filters are used to select Entities. Filters can be any lua function, but
@@ -64,7 +69,7 @@ end
## Use It ## ## Use It ##
Copy paste tiny.lua into your source folder. For stability and consistent API, 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 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 'dev'. number in `tiny._VERSION`, while other commits will just have the string 'scm'.
## Luarocks ## ## Luarocks ##
Tiny-ecs is also on [Luarocks](https://luarocks.org/) and can be installed with Tiny-ecs is also on [Luarocks](https://luarocks.org/) and can be installed with
@@ -73,7 +78,7 @@ Tiny-ecs is also on [Luarocks](https://luarocks.org/) and can be installed with
## Demo ## ## Demo ##
Check out the [demo](https://github.com/bakpakin/tiny-ecs/tree/demo-commandokibbles), a game 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 originally written for Ludum Dare 32 with the theme 'An Unconventional Weapon'. The demo uses
[LOVE](https://love2d.org/), an amazing game framework for lua. [LÖVE](https://love2d.org/), an amazing game framework for lua.
## Testing ## ## Testing ##
Tiny-ecs uses [busted](http://olivinelabs.com/busted/) for testing. Install and run Tiny-ecs uses [busted](http://olivinelabs.com/busted/) for testing. Install and run
@@ -83,10 +88,4 @@ Tiny-ecs uses [busted](http://olivinelabs.com/busted/) for testing. Install and
See API [here](http://bakpakin.github.io/tiny-ecs/doc/). See API [here](http://bakpakin.github.io/tiny-ecs/doc/).
For the most up-to-date documentation, read the source code, or generate the HTML For the most up-to-date documentation, read the source code, or generate the HTML
locally with [LDoc](http://stevedonovan.github.io/ldoc/). 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).
## TODO ##
* More testing
* Performance testing / optimization
* Add more System types
* Improve Documentation
+1
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@@ -10,3 +10,4 @@ style = '!fixed'
package = 'tiny-ecs' package = 'tiny-ecs'
not_luadoc = true not_luadoc = true
boilerplate = true boilerplate = true
no_return_or_parms = true
+24
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@@ -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"
}
}
+24
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@@ -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"
}
}
+13
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@@ -215,6 +215,19 @@ describe('tiny-ecs:', function()
assert.equals(1, world:getSystemIndex(oneTimeSystem)) assert.equals(1, world:getSystemIndex(oneTimeSystem))
end) 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) end)
end) end)
+23
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@@ -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"
}
}
+105 -118
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@@ -23,14 +23,13 @@ CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
-- @author Calvin Rose -- @author Calvin Rose
-- @license MIT -- @license MIT
-- @copyright 2015 -- @copyright 2015
local tiny = { _VERSION = "1.1-2" } local tiny = { _VERSION = "1.1-4" }
-- Local versions of standard lua functions -- Local versions of standard lua functions
local tinsert = table.insert local tinsert = table.insert
local tremove = table.remove local tremove = table.remove
local tsort = table.sort local tsort = table.sort
local pairs = pairs local pairs = pairs
local ipairs = ipairs
local setmetatable = setmetatable local setmetatable = setmetatable
local type = type local type = type
local select = select local select = select
@@ -51,8 +50,8 @@ local tiny_remove
-- value indicating if the Entity should be processed by the System. -- 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. -- Filters must be added to Systems by setting the `filter` field of the System.
-- Filter's returned by `tiny.requireAll` and `tiny.requireAny` are immutable -- Filter's returned by tiny-ecs's Filter functions are immutable and can be
-- and can be used by multiple Systems. -- used by multiple Systems.
-- --
-- local f1 = tiny.requireAll("position", "velocity", "size") -- local f1 = tiny.requireAll("position", "velocity", "size")
-- local f2 = tiny.requireAny("position", "velocity", "size") -- local f2 = tiny.requireAny("position", "velocity", "size")
@@ -88,7 +87,6 @@ local tiny_remove
--- Makes a Filter that selects Entities with all specified Components and --- Makes a Filter that selects Entities with all specified Components and
-- Filters. -- Filters.
-- @param ... List of required Components and other Filters.
function tiny.requireAll(...) function tiny.requireAll(...)
local components = {...} local components = {...}
local len = #components local len = #components
@@ -110,7 +108,6 @@ end
--- Makes a Filter that selects Entities with at least one of the specified --- Makes a Filter that selects Entities with at least one of the specified
-- Components and Filters. -- Components and Filters.
-- @param ... List of required Components and other Filters.
function tiny.requireAny(...) function tiny.requireAny(...)
local components = {...} local components = {...}
local len = #components local len = #components
@@ -132,7 +129,6 @@ end
--- Makes a Filter that rejects Entities with all specified Components and --- Makes a Filter that rejects Entities with all specified Components and
-- Filters, and selects all other Entities. -- Filters, and selects all other Entities.
-- @param ... List of required Components and other Filters.
function tiny.rejectAll(...) function tiny.rejectAll(...)
local components = {...} local components = {...}
local len = #components local len = #components
@@ -154,7 +150,6 @@ end
--- Makes a Filter that rejects Entities with at least one of the specified --- Makes a Filter that rejects Entities with at least one of the specified
-- Components and Filters, and selects all other Entities. -- Components and Filters, and selects all other Entities.
-- @param ... List of required Components and other Filters.
function tiny.rejectAny(...) function tiny.rejectAny(...)
local components = {...} local components = {...}
local len = #components local len = #components
@@ -183,10 +178,15 @@ end
-- --
-- There are also a few other optional callbacks: -- There are also a few other optional callbacks:
-- --
-- * `function system:filter(entity)` -- * `function system:filter(entity)` - Returns true if this System should
-- * `function system:onAdd(entity)` -- include this Entity, otherwise should return false. If this isn't specified,
-- * `function system:onRemove(entity)` -- no Entities are included in the System.
-- * `function system:onModify(dt)` -- * `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`, -- 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 -- but one can write their own filters as well. Set the Filter of a System like
@@ -201,11 +201,17 @@ end
-- system is added to the World. A few are important, and few should be less -- system is added to the World. A few are important, and few should be less
-- commonly used. -- 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. -- * The `active` flag is whether or not the System is updated automatically.
-- Inactive Systems should be updated manually or not at all via -- Inactive Systems should be updated manually or not at all via
-- `system:update(dt)`. Defaults to true. -- `system:update(dt)`. Defaults to true.
-- * The 'entities' field is an ordered list of Entities in the System. This -- * 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. -- 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 `indices` field is a table of Entity keys to their indices in the -- * The `indices` field is a table of Entity keys to their indices in the
-- `entities` list. Most Systems can ignore this. -- `entities` list. Most Systems can ignore this.
-- * The `modified` flag is an indicator if the System has been modified in -- * The `modified` flag is an indicator if the System has been modified in
@@ -219,20 +225,11 @@ end
-- this key is considered a System rather than an Entity. -- this key is considered a System rather than an Entity.
local systemTableKey = { "SYSTEM_TABLE_KEY" } local systemTableKey = { "SYSTEM_TABLE_KEY" }
-- Check if tables are systems. -- Checks if a table is a System.
local function isSystem(table) local function isSystem(table)
return table[systemTableKey] return table[systemTableKey]
end end
--- Creates a default System.
-- @param table A table to be used as a System, or `nil` to create a new System.
-- @return A new System or System class
function tiny.system(table)
table = table or {}
table[systemTableKey] = true
return table
end
-- Update function for all Processing Systems. -- Update function for all Processing Systems.
local function processingSystemUpdate(system, dt) local function processingSystemUpdate(system, dt)
local entities = system.entities local entities = system.entities
@@ -258,24 +255,45 @@ local function processingSystemUpdate(system, dt)
end end
end end
--- Creates a Processing System. -- Sorts Systems by a function system.sort(entity1, entity2) on modify.
-- local function sortedSystemOnModify(system, dt)
-- A Processing System iterates through its Entities in no particluar order, and local entities = system.entities
-- updates them individually. It has two important fields: local indices = system.indices
-- local sortDelegate = system.sortDelegate
-- * `function system:process(entity, dt)` if not sortDelegate then
-- * `function system:filter(entity)` local compare = system.compare
-- sortDelegate = function(e1, e2)
-- There are also a few other optional callbacks, including the optional return compare(system, e1, e2)
-- callbacks in `tiny.system`: end
-- system.sortDelegate = sortDelegate
-- * `function system:preProcess(entities, dt)` end
-- * `function system:postProcess(entities, dt)` tsort(entities, sortDelegate)
-- for i = 1, #entities do
-- @param table A table to be used as a System, or `nil` to create a new local entity = entities[i]
-- Processing System. 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 iterating
-- over each Entity.
-- * `function system:process(entities, dt)` - Called for each Entity in
-- the System.
-- * `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 -- @see system
-- @return A new Processing System or Processing System class
function tiny.processingSystem(table) function tiny.processingSystem(table)
table = table or {} table = table or {}
table[systemTableKey] = true table[systemTableKey] = true
@@ -283,45 +301,31 @@ function tiny.processingSystem(table)
return table return table
end end
-- Sorts Systems by a function system.sort(entity1, entity2) on modify. --- Creates a new Sorted System or Sorted System class. Sorted Systems sort
local function sortedSystemOnModify(system, dt) -- their Entities according to a user-defined method, `system:compare(e1, e2)`,
local entities = system.entities -- which should return true if `e1` should come before `e2` and false otherwise.
local entityIndices = system.entityIndices -- Sorted Systems also override the default System's `onModify` callback, so be
local sortDelegate = system.sortDelegate -- careful if defining a custom callback. However, for processing the sorted
if not sortDelegate then -- entities, consider `tiny.sortedProcessingSystem(table)`.
local compare = system.compare -- @see system
sortDelegate = function(e1, e2) function tiny.sortedSystem(table)
compare(system, e1, e2) table = table or {}
end table[systemTableKey] = true
system.sortDelegate = sortDelegate table.onModify = sortedSystemOnModify
end return table
tsort(entities, sortDelegate)
for i = 1, #entities do
local entity = entities[i]
entityIndices[entity] = i
end
end end
--- Creates a Sorted Processing System. A Sorted System iterates through its --- Creates a new Sorted Processing System or Sorted Processing System class.
-- Entities in a specific order, and updates them individually. It has three -- Sorted Processing Systems have both the aspects of Processing Systems and
-- important methods: -- Sorted Systems.
--
-- * `function system:process(entity, dt)`
-- * `function system:compare(entity1, entity2)`
-- * `function system:filter(entity)`
--
-- Sorted Systems have the same optitonal callbacks as ProcessingSystems.
-- @param table A table to be used as a System, or `nil` to create a new
-- Sorted System.
-- @see system -- @see system
-- @see processingSystem -- @see processingSystem
-- @return A new Sorted System or Sorted System class -- @see sortedSystem
function tiny.sortedSystem(table) function tiny.sortedProcessingSystem(table)
table = table or {} table = table or {}
table[systemTableKey] = true table[systemTableKey] = true
table.update = processingSystemUpdate table.update = processingSystemUpdate
table.onModify = sortedSystemOnModify table.onModify = sortedSystemOnModify
table.sort = sortedSystemOnModify
return table return table
end end
@@ -339,10 +343,7 @@ local worldMetaTable
--- Creates a new World. --- Creates a new World.
-- Can optionally add default Systems and Entities. -- Can optionally add default Systems and Entities.
-- @param ... Systems and Entities to add to the World
-- @return A new World
function tiny.world(...) function tiny.world(...)
local ret = { local ret = {
-- List of Entities to add -- List of Entities to add
@@ -376,14 +377,11 @@ function tiny.world(...)
tiny_manageEntities(ret) tiny_manageEntities(ret)
return setmetatable(ret, worldMetaTable) return setmetatable(ret, worldMetaTable)
end end
--- Adds an Entity to the world. --- Adds an Entity to the world.
-- Also call this on Entities that have changed Components such that they -- Also call this on Entities that have changed Components such that they
-- match different Filters. -- match different Filters.
-- @param world
-- @param entity
function tiny.addEntity(world, entity) function tiny.addEntity(world, entity)
local e2a = world.entitiesToAdd local e2a = world.entitiesToAdd
e2a[#e2a + 1] = entity e2a[#e2a + 1] = entity
@@ -394,8 +392,6 @@ end
tiny_addEntity = tiny.addEntity tiny_addEntity = tiny.addEntity
--- Adds a System to the world. --- Adds a System to the world.
-- @param world
-- @param system
function tiny.addSystem(world, system) function tiny.addSystem(world, system)
local s2a = world.systemsToAdd local s2a = world.systemsToAdd
s2a[#s2a + 1] = system s2a[#s2a + 1] = system
@@ -403,10 +399,6 @@ end
tiny_addSystem = tiny.addSystem tiny_addSystem = tiny.addSystem
--- Shortcut for adding multiple Entities and Systems to the World. --- Shortcut for adding multiple Entities and Systems to the World.
-- @param world
-- @param ... Systems and Entities
-- @see addEntity
-- @see addSystem
function tiny.add(world, ...) function tiny.add(world, ...)
local obj local obj
for i = 1, select("#", ...) do for i = 1, select("#", ...) do
@@ -423,8 +415,6 @@ end
tiny_add = tiny.add tiny_add = tiny.add
--- Removes an Entity to the World. --- Removes an Entity to the World.
-- @param world
-- @param entity
function tiny.removeEntity(world, entity) function tiny.removeEntity(world, entity)
local e2r = world.entitiesToRemove local e2r = world.entitiesToRemove
e2r[#e2r + 1] = entity e2r[#e2r + 1] = entity
@@ -432,8 +422,6 @@ end
tiny_removeEntity = tiny.removeEntity tiny_removeEntity = tiny.removeEntity
--- Removes a System from the world. --- Removes a System from the world.
-- @param world
-- @param system
function tiny.removeSystem(world, system) function tiny.removeSystem(world, system)
local s2r = world.systemsToRemove local s2r = world.systemsToRemove
s2r[#s2r + 1] = system s2r[#s2r + 1] = system
@@ -441,10 +429,6 @@ end
tiny_removeSystem = tiny.removeSystem tiny_removeSystem = tiny.removeSystem
--- Shortcut for removing multiple Entities and Systems from the World. --- Shortcut for removing multiple Entities and Systems from the World.
-- @param world
-- @param ... Systems and Entities
-- @see removeEntity
-- @see removeSystem
function tiny.remove(world, ...) function tiny.remove(world, ...)
local obj local obj
for i = 1, select("#", ...) do for i = 1, select("#", ...) do
@@ -462,7 +446,6 @@ tiny_remove = tiny.remove
-- Adds and removes Systems that have been marked from the World. -- Adds and removes Systems that have been marked from the World.
function tiny_manageSystems(world) function tiny_manageSystems(world)
local s2a, s2r = world.systemsToAdd, world.systemsToRemove local s2a, s2r = world.systemsToAdd, world.systemsToRemove
-- Early exit -- Early exit
@@ -495,6 +478,11 @@ function tiny_manageSystems(world)
end end
end end
s2r[i] = nil s2r[i] = nil
-- Clean up System
system.world = nil
system.entities = nil
system.indices = nil
end end
-- Add Systems -- Add Systems
@@ -505,8 +493,11 @@ function tiny_manageSystems(world)
entityIndices = {} entityIndices = {}
system.entities = entityList system.entities = entityList
system.indices = entityIndices system.indices = entityIndices
if system.active == nil then
system.active = true system.active = true
end
system.modified = true system.modified = true
system.world = world
index = #systems + 1 index = #systems + 1
systemIndices[system] = index systemIndices[system] = index
systems[index] = system systems[index] = system
@@ -529,12 +520,10 @@ function tiny_manageSystems(world)
end end
s2a[i] = nil s2a[i] = nil
end end
end end
-- Adds and removes Entities that have been marked. -- Adds and removes Entities that have been marked.
function tiny_manageEntities(world) function tiny_manageEntities(world)
local e2a, e2r = world.entitiesToAdd, world.entitiesToRemove local e2a, e2r = world.entitiesToAdd, world.entitiesToRemove
-- Early exit -- Early exit
@@ -580,7 +569,6 @@ function tiny_manageEntities(world)
e2r[i] = nil e2r[i] = nil
end end
-- Add Entities -- Add Entities
for i = 1, #e2a do for i = 1, #e2a do
entity = e2a[i] entity = e2a[i]
@@ -612,25 +600,24 @@ function tiny_manageEntities(world)
-- Update Entity count -- Update Entity count
world.entityCount = entityCount world.entityCount = entityCount
end end
--- Updates the World. --- Updates the World by dt (delta time). Takes an optional parameter, `filter`,
-- Put this in your main loop. -- which is a Filter that selects Systems from the World, and updates only those
-- @param world -- Systems. If `filter` is not supplied, all Systems are updated. Put this
-- @param dt Delta time -- function in your main loop.
function tiny.update(world, dt) function tiny.update(world, dt, filter)
tiny_manageSystems(world) tiny_manageSystems(world)
tiny_manageEntities(world) tiny_manageEntities(world)
local systems = world.systems local systems = world.systems
local system, update, onModify, entities local system, update, interval, onModify
-- Iterate through Systems IN ORDER -- Iterate through Systems IN ORDER
for i = 1, #systems do for i = 1, #systems do
system = systems[i] system = systems[i]
if system.active then if system.active and ((not filter) or filter(world, system)) then
-- Call the modify callback on Systems that have been modified. -- Call the modify callback on Systems that have been modified.
onModify = system.onModify onModify = system.onModify
@@ -641,8 +628,20 @@ function tiny.update(world, dt)
--Update Systems that have an update method (most Systems) --Update Systems that have an update method (most Systems)
update = system.update update = system.update
if update then 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) update(system, dt)
end end
end
system.modified = false system.modified = false
end end
@@ -650,7 +649,6 @@ function tiny.update(world, dt)
end end
--- Removes all Entities from the World. --- Removes all Entities from the World.
-- @param world
function tiny.clearEntities(world) function tiny.clearEntities(world)
for e in pairs(world.entities) do for e in pairs(world.entities) do
tiny_removeEntity(world, e) tiny_removeEntity(world, e)
@@ -658,7 +656,6 @@ function tiny.clearEntities(world)
end end
--- Removes all Systems from the World. --- Removes all Systems from the World.
-- @param world
function tiny.clearSystems(world) function tiny.clearSystems(world)
local systems = world.systems local systems = world.systems
for i = #systems, 1, -1 do for i = #systems, 1, -1 do
@@ -667,35 +664,24 @@ function tiny.clearSystems(world)
end end
--- Gets number of Entities in the World. --- Gets number of Entities in the World.
-- @param world
-- @return An integer
function tiny.getEntityCount(world) function tiny.getEntityCount(world)
return world.entityCount return world.entityCount
end end
--- Gets number of Systems in World. --- Gets number of Systems in World.
-- @param world
-- @return An integer
function tiny.getSystemCount(world) function tiny.getSystemCount(world)
return #(world.systems) return #(world.systems)
end end
--- Gets the index of a System in the World. Lower indexed Systems are processed --- Gets the index of a System in the World. Lower indexed Systems are processed
-- before higher indexed systems. -- before higher indexed systems.
-- @param world
-- @param system
-- @return An integer between 1 and world:getSystemCount() inclusive
function tiny.getSystemIndex(world, system) function tiny.getSystemIndex(world, system)
return world.systemIndices[system] return world.systemIndices[system]
end end
--- Sets the index of a System in the World. Changes the order in --- Sets the index of a System in the World, and returns the old index. Changes
-- which they Systems processed, because lower indexed Systems are processed -- the order in which they Systems processed, because lower indexed Systems are
-- first. -- processed first.
-- @param world
-- @param system
-- @param index
-- @return Old index
function tiny.setSystemIndex(world, system, index) function tiny.setSystemIndex(world, system, index)
local systemIndices = world.systemIndices local systemIndices = world.systemIndices
local oldIndex = systemIndices[system] local oldIndex = systemIndices[system]
@@ -720,6 +706,7 @@ worldMetaTable = {
addSystem = tiny.addSystem, addSystem = tiny.addSystem,
remove = tiny.remove, remove = tiny.remove,
removeEntity = tiny.removeEntity, removeEntity = tiny.removeEntity,
removeSystem = tiny.removeSystem,
update = tiny.update, update = tiny.update,
clearEntities = tiny.clearEntities, clearEntities = tiny.clearEntities,
clearSystems = tiny.clearSystems, clearSystems = tiny.clearSystems,