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https://github.com/bakpakin/tiny-ecs.git
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3 Commits
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c1f1225248 | ||
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45e8552054 | ||
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f187dce4fd |
@@ -0,0 +1,24 @@
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package = "tiny-ecs"
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version = "1.1-5"
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source = {
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url = "git://github.com/bakpakin/tiny-ecs",
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tag = "1.1-5"
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}
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description = {
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summary = "Entity Component System for Lua.",
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detailed = [[
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Pure Lua implementation of an easy to use, compact, fast, and flexible
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Entity Component System. Works well with Object Orientation.
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]],
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homepage = "https://github.com/bakpakin/tiny-ecs",
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license = "MIT"
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}
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dependencies = {
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"lua >= 5.1"
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}
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build = {
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type = "builtin",
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modules = {
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tiny = "tiny.lua"
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}
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}
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@@ -23,7 +23,7 @@ CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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-- @author Calvin Rose
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-- @license MIT
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-- @copyright 2015
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local tiny = { _VERSION = "1.1-4" }
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local tiny = { _VERSION = "1.1-5" }
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-- Local versions of standard lua functions
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local tinsert = table.insert
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@@ -286,11 +286,11 @@ end
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-- Systems process each entity individual, and are usually what is needed.
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-- Processing Systems have three extra callbacks besides those inheritted from
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-- vanilla Systems.
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-- * `function system:preProcess(entities, dt)` - Called before iterating
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-- over each Entity.
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-- * `function system:process(entities, dt)` - Called for each Entity in
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-- the System.
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-- * `function system:postProcess(entity, dt)` - Called after iteration.
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--
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-- function system:preProcess(entities, dt) -- Called before iteration.
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-- function system:process(entities, dt) -- Process each entity.
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-- function system:postProcess(entity, dt) -- Called after iteration.
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--
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-- Processing Systems have their own `update` method, so don't implement a
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-- a custom `update` callback for Processing Systems.
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-- @see system
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@@ -542,6 +542,7 @@ function tiny_manageEntities(world)
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entity = e2r[i]
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if entities[entity] then
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entities[entity] = nil
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entityCount = entityCount - 1
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for j = 1, #systems do
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system = systems[j]
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@@ -556,7 +557,6 @@ function tiny_manageEntities(world)
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seis[tmpEntity] = index
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seis[entity] = nil
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ses[#ses] = nil
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entityCount = entityCount - 1
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onRemove = system.onRemove
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if onRemove then
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onRemove(system, entity)
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@@ -574,6 +574,7 @@ function tiny_manageEntities(world)
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entity = e2a[i]
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if not entities[entity] then
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entities[entity] = true
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entityCount = entityCount + 1
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for j = 1, #systems do
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system = systems[j]
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@@ -585,7 +586,6 @@ function tiny_manageEntities(world)
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index = #ses + 1
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ses[index] = entity
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seis[entity] = index
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entityCount = entityCount + 1
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onAdd = system.onAdd
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if onAdd then
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onAdd(system, entity)
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