19 Commits

Author SHA1 Message Date
bakpakin
c1f1225248 Update to version 1.1-5. 2015-06-21 14:48:48 -04:00
bakpakin
45e8552054 Fix entity count in worlds. 2015-06-21 14:42:03 -04:00
bakpakin
f187dce4fd Update documentation. 2015-06-19 19:45:26 -04:00
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
6 changed files with 173 additions and 121 deletions
+5 -1
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@@ -1,4 +1,7 @@
# 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.
Because of lua's tabular nature, Entity Component Systems are a natural choice
for simulating large and complex systems. For more explanation on Entity
@@ -75,7 +78,7 @@ Tiny-ecs is also on [Luarocks](https://luarocks.org/) and can be installed with
## 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
[LOVE](https://love2d.org/), an amazing game framework for lua.
[LÖVE](https://love2d.org/), an amazing game framework for lua.
## Testing ##
Tiny-ecs uses [busted](http://olivinelabs.com/busted/) for testing. Install and run
@@ -85,3 +88,4 @@ Tiny-ecs uses [busted](http://olivinelabs.com/busted/) for testing. Install and
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
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).
+1
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@@ -10,3 +10,4 @@ style = '!fixed'
package = 'tiny-ecs'
not_luadoc = true
boilerplate = true
no_return_or_parms = true
+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"
}
}
+24
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@@ -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"
}
}
+13
View File
@@ -215,6 +215,19 @@ describe('tiny-ecs:', function()
assert.equals(1, world:getSystemIndex(oneTimeSystem))
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)
+104 -118
View File
@@ -23,14 +23,13 @@ CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
-- @author Calvin Rose
-- @license MIT
-- @copyright 2015
local tiny = { _VERSION = "1.1-3" }
local tiny = { _VERSION = "1.1-5" }
-- 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
@@ -51,8 +50,8 @@ local tiny_remove
-- 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.requireAll` and `tiny.requireAny` are immutable
-- and can be used by multiple Systems.
-- 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")
@@ -88,7 +87,6 @@ local tiny_remove
--- Makes a Filter that selects Entities with all specified Components and
-- Filters.
-- @param ... List of required Components and other Filters.
function tiny.requireAll(...)
local components = {...}
local len = #components
@@ -110,7 +108,6 @@ end
--- Makes a Filter that selects Entities with at least one of the specified
-- Components and Filters.
-- @param ... List of required Components and other Filters.
function tiny.requireAny(...)
local components = {...}
local len = #components
@@ -132,7 +129,6 @@ end
--- Makes a Filter that rejects Entities with all specified Components and
-- Filters, and selects all other Entities.
-- @param ... List of required Components and other Filters.
function tiny.rejectAll(...)
local components = {...}
local len = #components
@@ -154,7 +150,6 @@ end
--- Makes a Filter that rejects Entities with at least one of the specified
-- Components and Filters, and selects all other Entities.
-- @param ... List of required Components and other Filters.
function tiny.rejectAny(...)
local components = {...}
local len = #components
@@ -183,10 +178,15 @@ end
--
-- There are also a few other optional callbacks:
--
-- * `function system:filter(entity)`
-- * `function system:onAdd(entity)`
-- * `function system:onRemove(entity)`
-- * `function system:onModify(dt)`
-- * `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
@@ -201,11 +201,17 @@ end
-- 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 `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
@@ -219,20 +225,11 @@ end
-- 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 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.
local function processingSystemUpdate(system, dt)
local entities = system.entities
@@ -258,24 +255,45 @@ local function processingSystemUpdate(system, dt)
end
end
--- Creates a Processing System.
-- 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.
--
-- A Processing System iterates through its Entities in no particluar order, and
-- updates them individually. It has two important fields:
-- function system:preProcess(entities, dt) -- Called before iteration.
-- function system:process(entities, dt) -- Process each entity.
-- function system:postProcess(entity, dt) -- Called after iteration.
--
-- * `function system:process(entity, dt)`
-- * `function system:filter(entity)`
--
-- There are also a few other optional callbacks, including the optional
-- callbacks in `tiny.system`:
--
-- * `function system:preProcess(entities, dt)`
-- * `function system:postProcess(entities, dt)`
--
-- @param table A table to be used as a System, or `nil` to create a new
-- Processing System.
-- Processing Systems have their own `update` method, so don't implement a
-- a custom `update` callback for Processing Systems.
-- @see system
-- @return A new Processing System or Processing System class
function tiny.processingSystem(table)
table = table or {}
table[systemTableKey] = true
@@ -283,45 +301,31 @@ function tiny.processingSystem(table)
return table
end
-- Sorts Systems by a function system.sort(entity1, entity2) on modify.
local function sortedSystemOnModify(system, dt)
local entities = system.entities
local entityIndices = system.entityIndices
local sortDelegate = system.sortDelegate
if not sortDelegate then
local compare = system.compare
sortDelegate = function(e1, e2)
compare(system, e1, e2)
end
system.sortDelegate = sortDelegate
end
tsort(entities, sortDelegate)
for i = 1, #entities do
local entity = entities[i]
entityIndices[entity] = i
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 Sorted Processing System. A Sorted System iterates through its
-- Entities in a specific order, and updates them individually. It has three
-- important methods:
--
-- * `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.
--- 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
-- @return A new Sorted System or Sorted System class
function tiny.sortedSystem(table)
-- @see sortedSystem
function tiny.sortedProcessingSystem(table)
table = table or {}
table[systemTableKey] = true
table.update = processingSystemUpdate
table.onModify = sortedSystemOnModify
table.sort = sortedSystemOnModify
return table
end
@@ -339,10 +343,7 @@ 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
function tiny.world(...)
local ret = {
-- List of Entities to add
@@ -376,14 +377,11 @@ function tiny.world(...)
tiny_manageEntities(ret)
return setmetatable(ret, worldMetaTable)
end
--- Adds an Entity to the world.
-- Also call this on Entities that have changed Components such that they
-- match different Filters.
-- @param world
-- @param entity
function tiny.addEntity(world, entity)
local e2a = world.entitiesToAdd
e2a[#e2a + 1] = entity
@@ -394,8 +392,6 @@ end
tiny_addEntity = tiny.addEntity
--- Adds a System to the world.
-- @param world
-- @param system
function tiny.addSystem(world, system)
local s2a = world.systemsToAdd
s2a[#s2a + 1] = system
@@ -403,10 +399,6 @@ end
tiny_addSystem = tiny.addSystem
--- Shortcut for adding multiple Entities and Systems to the World.
-- @param world
-- @param ... Systems and Entities
-- @see addEntity
-- @see addSystem
function tiny.add(world, ...)
local obj
for i = 1, select("#", ...) do
@@ -423,8 +415,6 @@ end
tiny_add = tiny.add
--- Removes an Entity to the World.
-- @param world
-- @param entity
function tiny.removeEntity(world, entity)
local e2r = world.entitiesToRemove
e2r[#e2r + 1] = entity
@@ -432,8 +422,6 @@ end
tiny_removeEntity = tiny.removeEntity
--- Removes a System from the world.
-- @param world
-- @param system
function tiny.removeSystem(world, system)
local s2r = world.systemsToRemove
s2r[#s2r + 1] = system
@@ -441,10 +429,6 @@ end
tiny_removeSystem = tiny.removeSystem
--- Shortcut for removing multiple Entities and Systems from the World.
-- @param world
-- @param ... Systems and Entities
-- @see removeEntity
-- @see removeSystem
function tiny.remove(world, ...)
local obj
for i = 1, select("#", ...) do
@@ -462,7 +446,6 @@ tiny_remove = tiny.remove
-- Adds and removes Systems that have been marked from the World.
function tiny_manageSystems(world)
local s2a, s2r = world.systemsToAdd, world.systemsToRemove
-- Early exit
@@ -495,6 +478,11 @@ function tiny_manageSystems(world)
end
end
s2r[i] = nil
-- Clean up System
system.world = nil
system.entities = nil
system.indices = nil
end
-- Add Systems
@@ -505,8 +493,11 @@ function tiny_manageSystems(world)
entityIndices = {}
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] = system
@@ -529,12 +520,10 @@ function tiny_manageSystems(world)
end
s2a[i] = nil
end
end
-- Adds and removes Entities that have been marked.
function tiny_manageEntities(world)
local e2a, e2r = world.entitiesToAdd, world.entitiesToRemove
-- Early exit
@@ -553,6 +542,7 @@ function tiny_manageEntities(world)
entity = e2r[i]
if entities[entity] then
entities[entity] = nil
entityCount = entityCount - 1
for j = 1, #systems do
system = systems[j]
@@ -567,7 +557,6 @@ function tiny_manageEntities(world)
seis[tmpEntity] = index
seis[entity] = nil
ses[#ses] = nil
entityCount = entityCount - 1
onRemove = system.onRemove
if onRemove then
onRemove(system, entity)
@@ -580,12 +569,12 @@ 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
system = systems[j]
@@ -597,7 +586,6 @@ function tiny_manageEntities(world)
index = #ses + 1
ses[index] = entity
seis[entity] = index
entityCount = entityCount + 1
onAdd = system.onAdd
if onAdd then
onAdd(system, entity)
@@ -612,25 +600,24 @@ function tiny_manageEntities(world)
-- Update Entity count
world.entityCount = entityCount
end
--- Updates the World.
-- Put this in your main loop.
-- @param world
-- @param dt Delta time
function tiny.update(world, dt)
--- 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 system, update, onModify, entities
local system, update, interval, onModify
-- Iterate through Systems IN ORDER
for i = 1, #systems do
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.
onModify = system.onModify
@@ -641,8 +628,20 @@ function tiny.update(world, dt)
--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
@@ -650,7 +649,6 @@ function tiny.update(world, dt)
end
--- Removes all Entities from the World.
-- @param world
function tiny.clearEntities(world)
for e in pairs(world.entities) do
tiny_removeEntity(world, e)
@@ -658,7 +656,6 @@ function tiny.clearEntities(world)
end
--- Removes all Systems from the World.
-- @param world
function tiny.clearSystems(world)
local systems = world.systems
for i = #systems, 1, -1 do
@@ -667,35 +664,24 @@ function tiny.clearSystems(world)
end
--- Gets number of Entities in the World.
-- @param world
-- @return An integer
function tiny.getEntityCount(world)
return world.entityCount
end
--- Gets number of Systems in World.
-- @param world
-- @return An integer
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
-- @return An integer between 1 and world:getSystemCount() inclusive
function tiny.getSystemIndex(world, system)
return world.systemIndices[system]
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
-- @return Old 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.
function tiny.setSystemIndex(world, system, index)
local systemIndices = world.systemIndices
local oldIndex = systemIndices[system]