8 Commits

Author SHA1 Message Date
bakpakin
b1c7e2ba83 Update to version 1.1-6. 2015-07-07 19:47:06 -04:00
bakpakin
6b549fcbc1 Readd tiny.getSystemIndex(world, system) 2015-07-07 19:26:12 -04:00
bakpakin
b9d994ad50 Update documentation for what functions return.
Remove useless code in world metatable
Make tiny.world(...) return newworld, ...
2015-07-07 19:05:56 -04:00
bakpakin
ce8ca35f7e Remove world.systemIndices to fix possible obscure bugs.
Remove tiny.getSystemIndex(world, system) in favor of a System 'index'
field.
Add some comments and documentation.
2015-07-06 23:28:50 -04:00
bakpakin
19ae03707f Make tiny.add, tiny.remove, and similar methods return entities and systems. 2015-07-06 22:01:06 -04:00
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
4 changed files with 95 additions and 42 deletions
+24
View File
@@ -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"
}
}
+24
View File
@@ -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"
}
}
+2 -2
View File
@@ -211,8 +211,8 @@ 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()
+45 -40
View File
@@ -23,7 +23,7 @@ CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
-- @author Calvin Rose
-- @license MIT
-- @copyright 2015
local tiny = { _VERSION = "1.1-4" }
local tiny = { _VERSION = "1.1-6" }
-- Local versions of standard lua functions
local tinsert = table.insert
@@ -206,12 +206,15 @@ end
-- * 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
-- * 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
@@ -286,11 +289,11 @@ end
-- 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.
--
-- 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
@@ -342,7 +345,8 @@ end
local worldMetaTable
--- Creates a new World.
-- Can optionally add default Systems and Entities.
-- Can optionally add default Systems and Entities. Returns the new World along
-- with default Entities and Systems.
function tiny.world(...)
local ret = {
@@ -361,44 +365,43 @@ 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.
-- Also call this on Entities that have changed Components such that they
-- match different Filters.
-- 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.
--- 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.
--- Shortcut for adding multiple Entities and Systems to the World. Returns all
-- added Entities and Systems.
function tiny.add(world, ...)
local obj
for i = 1, select("#", ...) do
@@ -411,24 +414,28 @@ function tiny.add(world, ...)
end
end
end
return ...
end
tiny_add = tiny.add
--- Removes an Entity to the World.
--- 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.
--- 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.
--- Shortcut for removing multiple Entities and Systems from the World. Returns
-- all rmeove Systems and Entities
function tiny.remove(world, ...)
local obj
for i = 1, select("#", ...) do
@@ -441,6 +448,7 @@ function tiny.remove(world, ...)
end
end
end
return ...
end
tiny_remove = tiny.remove
@@ -453,7 +461,6 @@ function tiny_manageSystems(world)
return
end
local systemIndices = world.systemIndices
local entities = world.entities
local systems = world.systems
local system, index, filter
@@ -462,8 +469,8 @@ function tiny_manageSystems(world)
-- Remove Systems
for i = 1, #s2r do
system = s2r[i]
index = systemIndices[system]
if index then
index = system.index
if system.world == world then
onRemove = system.onRemove
if onRemove then
entityList = system.entities
@@ -471,10 +478,9 @@ function tiny_manageSystems(world)
onRemove(system, entityList[j])
end
end
systemIndices[system] = nil
tremove(systems, index)
for j = index, #systems do
systemIndices[systems[j]] = j
systems[j].index = j
end
end
s2r[i] = nil
@@ -483,12 +489,13 @@ function tiny_manageSystems(world)
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 = {}
system.entities = entityList
@@ -499,7 +506,7 @@ function tiny_manageSystems(world)
system.modified = true
system.world = world
index = #systems + 1
systemIndices[system] = index
system.index = index
systems[index] = system
-- Try to add Entities
@@ -542,6 +549,7 @@ 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]
@@ -556,7 +564,6 @@ 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)
@@ -574,6 +581,7 @@ function tiny_manageEntities(world)
entity = e2a[i]
if not entities[entity] then
entities[entity] = true
entityCount = entityCount + 1
for j = 1, #systems do
system = systems[j]
@@ -585,7 +593,6 @@ 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)
@@ -625,7 +632,7 @@ function tiny.update(world, dt, filter)
onModify(system, dt)
end
--Update Systems that have an update method (most Systems)
-- Update Systems that have an update method (most Systems)
update = system.update
if update then
interval = system.interval
@@ -673,26 +680,24 @@ 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.
--- 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, and returns the old index. Changes
-- the order in which they Systems processed, because lower indexed Systems are
-- processed first.
-- 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 system = systems[oldIndex]
tremove(systems, oldIndex)
tinsert(systems, index, system)
for i = oldIndex, index, index >= oldIndex and 1 or -1 do
systemIndices[systems[i]] = i
systems[i].index = i
end
return oldIndex