55 Commits

Author SHA1 Message Date
bakpakin
a4e3c90724 Update version to 1.1-1. 2015-05-04 20:24:03 +08:00
bakpakin
e47920f332 Update documentation. 2015-05-04 20:21:12 +08:00
bakpakin
e96d494526 Change sorted System calbacks. 2015-05-04 12:05:53 +08:00
bakpakin
994f3b6533 Remove tiny.activate and tiny.deactivate. 2015-05-04 11:46:18 +08:00
bakpakin
264d835334 Fix Clearing Systems. 2015-05-04 09:32:04 +08:00
bakpakin
e54f29884c Remove systemData from luadoc. 2015-05-04 09:24:36 +08:00
bakpakin
9991ff7474 Remove use of systemData - instead, Systems now have mutable data.
This removes a level of indirection and prevents passing around of entities.
2015-05-04 09:09:34 +08:00
bakpakin
5e7d2ea7fc Add license in tiny.lua.
All non-release commits are now versioned 'dev'.
2015-05-04 08:21:30 +08:00
bakpakin
6d1b280a40 Make enabling/disabling Systems not use varargs. 2015-05-03 23:31:56 +08:00
bakpakin
fb345c7718 Add Sorted Systems.
Remove tiny.manageSystems and tiny.manageEntities from API.
Add onModify System callback.
2015-05-03 23:05:50 +08:00
bakpakin
0f86eae571 Remove pesky trailing whitespace >:( 2015-04-27 21:48:27 +08:00
bakpakin
fd49633d17 Don't update a System without an update field in the System. 2015-04-27 15:45:54 +08:00
bakpakin
94fc3ac453 Update README.md to include luarocks. 2015-04-27 14:24:59 +08:00
bakpakin
4109d37cdb Update README.md to include demo. 2015-04-27 14:20:34 +08:00
bakpakin
c9dccaf85f Ignore .rock. 2015-04-26 11:55:07 +08:00
bakpakin
d154c7f627 1.0-2 Release. 2015-04-26 11:40:53 +08:00
bakpakin
18bd48e163 Fix first rockspec. 2015-04-26 11:35:23 +08:00
bakpakin
724d5689fe Add 1.0.1 rockspec. 2015-04-26 11:29:20 +08:00
bakpakin
6531332ea8 Remove parallel tables that hold System data in favor of one table. 2015-04-26 09:55:55 +08:00
bakpakin
dc69636f72 Fix reordering of Systems. 2015-04-25 21:37:04 +08:00
bakpakin
dc3deab725 Remove inspect.lua from source. 2015-04-25 21:02:13 +08:00
bakpakin
39adae204b Fixed README.md example 2015-04-25 18:36:59 +08:00
bakpakin
f53db5ddb6 Update README.md 2015-04-25 18:30:05 +08:00
bakpakin
fa58c016e9 Update Version. 2015-04-25 18:16:14 +08:00
bakpakin
9a284ce9da Add some tests. 2015-04-25 18:14:41 +08:00
bakpakin
a612a7b13d Changed Implementation of Entity Storage.
Remove Use of Sets for Storing Entities in hopes to speed up Iteration.
Add some tests.
2015-04-25 17:59:41 +08:00
bakpakin
debce6666e Update Version. 2015-04-22 17:56:53 +08:00
bakpakin
b2f44feb5b Update README.md 2015-04-22 17:23:45 +08:00
bakpakin
049d0eba76 Add processing system back to new API. 2015-04-22 17:22:14 +08:00
bakpakin
b85fa59c74 Fix some doc typos. 2015-04-21 21:57:10 +08:00
bakpakin
29ed0977a0 Update to 1.0.0.
Change System creation API.
Add functionality for reordering Systems.
2015-04-21 21:47:36 +08:00
bakpakin
283d034b21 Clean up System and Entity adding code. Add options for adding and removeing single Entities and Systems. 2015-04-21 19:37:33 +08:00
bakpakin
beb043be49 Fix small bug when adding entities. 2015-04-19 14:22:51 +08:00
bakpakin
d1e5ad731a Fix bug with entity Count and adding already existing entities. 2015-04-19 13:40:42 +08:00
bakpakin
f23941a903 Fixed bug in ordering of systems. 2015-04-03 19:59:02 +08:00
bakpakin
77df6e20aa Change API for activating/deactivating systems. Fix bugs. Update version number. 2015-03-31 19:55:12 +08:00
bakpakin
53ef1f2d36 Add tests. Add getters and setters for entity and system count. 2015-03-31 17:59:17 +08:00
bakpakin
c5c27c679c Fix bug with deactivating Systems. Add test. 2015-03-30 15:22:23 +08:00
bakpakin
22daad2b26 Minor changes. 2015-03-29 20:39:59 +08:00
bakpakin
c38e5633d5 Start using LDoc for documentation.
Remove class system
Fix various small bug
2015-03-29 20:19:31 +08:00
bakpakin
8d4b994329 Change API.
Remove Aspects for Filters.
2015-03-29 17:07:39 +08:00
bakpakin
eb1ee4c210 Change repo name 2015-03-29 15:50:42 +08:00
bakpakin
26ecc4f0a5 Switch to 'busted' for testing
Update version, Unify add and remove methods for World
Fix small bugs
2015-03-29 11:19:22 +08:00
bakpakin
5b4acb55ee Remove OSX-specific .gitignore 2015-03-29 07:42:04 +08:00
bakpakin
231182e7c2 Add method for activating and deactivating Systems in Worlds. 2015-03-29 07:02:14 +08:00
bakpakin
05d7574794 Actually remove World:change(...)
Increase version number
2015-03-28 23:11:36 +08:00
bakpakin
c046bde701 Remove dependency on IDs in Systems and Entities.
This allows Systems to be reused in multiple worlds.
Fix a few bugs.
Remove World:change(...)
2015-03-28 22:54:34 +08:00
bakpakin
e8b4b7f106 Fix small but devestating bug for systems without Entities. 2015-03-28 21:03:42 +08:00
bakpakin
17592be9dc Add function to update systems indepenently of Worlds for, say, rendering. 2015-03-24 18:01:21 +08:00
bakpakin
db69cbca1d Add more callbacks to Systems for adding and removing entities. 2015-03-23 22:58:26 +08:00
bakpakin
408f436dd1 Change Example 2015-03-22 12:35:08 +08:00
bakpakin
216064d63c Update version to 0.0.2
Add System addition and removal
Changed implementation for Entity removal
Change README and example code
2015-03-22 12:07:42 +08:00
bakpakin
b98cd5a14d Rename World:free to World:remove.
Fix World:free bug.
Add __tostring method for Aspect and System.
Add a few more tests.
Add more comments.
Give systems ids.
Change injected "_id" field in Entities to
"id" field.
2015-03-22 10:41:34 +08:00
bakpakin
f4c6ce1004 Remove use of table.pack 2015-03-22 08:15:44 +08:00
bakpakin
f3b2e9a0e5 Initial Commit. 2015-03-21 16:14:12 +08:00
63 changed files with 987 additions and 5509 deletions
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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.
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# NOTE - Up to date version of this project [here](https://github.com/bakpakin/CommandoKibbles) # tiny-ecs #
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
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.
![alt text](https://github.com/bakpakin/tiny-ecs/raw/demo-commandokibbles/preview.gif) ## Overview ##
Tiny-ecs has four important types: Worlds, Filters, Systems, and Entities.
Entities, however, can be any lua table, and Filters are just functions that
take an Entity as a parameter.
## tiny-ecs example: Commando Kibbles ### Entities ###
Entities are simply lua tables of data that gets processed by Systems. Entities
should contain primarily data rather than code, as it is the Systems's job to
do logic on data. Henceforth, a key-value pair in an Entity will
be referred to as a Component.
Fight against invading pigs as a feisty feline with a cannon strapped to your back. ### Worlds ###
Worlds are the outermost containers in tiny-ecs that contain both Systems
and Entities. In typical use, only one World is used at a time.
# Running ### Systems ###
Systems in tiny-ecs describe how to update Entities. Systems select certain Entities
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.
Uses [LOVE](https://love2d.org/) to run. Run the love executable from the project directory to test. ### Filters ###
Filters are used to select Entities. Filters can be any lua function, but
tiny-ecs provides some functions for generating common ones, like selecting
only Entities that have all required components.
## Example ##
```lua
local tiny = require("tiny")
local talkingSystem = tiny.processingSystem()
talkingSystem.filter = tiny.requireAll("name", "mass", "phrase")
function talkingSystem:process(e, dt)
e.mass = e.mass + dt * 3
print(e.name .. ", who weighs " .. e.mass .. " pounds, says, \"" .. e.phrase .. "\"")
end
local joe = {
name = "Joe",
phrase = "I'm a plumber.",
mass = 150,
hairColor = "brown"
}
local world = tiny.world(talkingSystem, joe)
for i = 1, 20 do
world:update(1)
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 'dev'.
## 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
[LOVE](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
* Add more System types
* Improve Documentation
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return {
version = "1.1",
luaversion = "5.1",
tiledversion = "0.11.0",
orientation = "orthogonal",
width = 60,
height = 60,
tilewidth = 16,
tileheight = 16,
nextobjectid = 1,
properties = {},
tilesets = {
{
name = "tiles",
firstgid = 1,
tilewidth = 16,
tileheight = 16,
spacing = 0,
margin = 0,
image = "tiles.png",
imagewidth = 256,
imageheight = 256,
tileoffset = {
x = 0,
y = 0
},
properties = {},
terrains = {},
tiles = {}
}
},
layers = {
{
type = "tilelayer",
name = "bbg",
x = 0,
y = 0,
width = 60,
height = 60,
visible = true,
opacity = 1,
properties = {},
encoding = "lua",
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}
}
}
}
-367
View File
@@ -1,367 +0,0 @@
return {
version = "1.1",
luaversion = "5.1",
tiledversion = "0.11.0",
orientation = "orthogonal",
width = 80,
height = 80,
tilewidth = 16,
tileheight = 16,
nextobjectid = 11,
backgroundcolor = { 140, 205, 255 },
properties = {},
tilesets = {
{
name = "tiles",
firstgid = 1,
tilewidth = 16,
tileheight = 16,
spacing = 0,
margin = 0,
image = "tiles.png",
imagewidth = 256,
imageheight = 256,
tileoffset = {
x = 0,
y = 0
},
properties = {},
terrains = {},
tiles = {}
}
},
layers = {
{
type = "tilelayer",
name = "bbg",
x = 0,
y = 0,
width = 80,
height = 80,
visible = true,
opacity = 1,
properties = {},
encoding = "lua",
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 2, 2, 2, 2,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
}
},
{
type = "objectgroup",
name = "objects",
visible = true,
opacity = 1,
properties = {},
objects = {
{
id = 1,
name = "",
type = "Player",
shape = "rectangle",
x = 630,
y = 1113,
width = 16,
height = 32,
rotation = 0,
visible = true,
properties = {}
},
{
id = 6,
name = "",
type = "Spawner",
shape = "rectangle",
x = 32,
y = 1088,
width = 64,
height = 64,
rotation = 0,
visible = true,
properties = {}
},
{
id = 9,
name = "",
type = "Spawner",
shape = "rectangle",
x = 1200,
y = 1008,
width = 64,
height = 64,
rotation = 0,
visible = true,
properties = {}
}
}
}
}
}
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-34
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@@ -1,34 +0,0 @@
function love.conf(t)
t.identity = nil
t.version = "11.3"
t.console = false
t.window.title = "Commando Kibbles"
t.window.icon = nil
t.window.width = 900
t.window.height = 600
t.window.borderless = false
t.window.resizable = true
t.window.minwidth = 600
t.window.minheight = 400
t.window.fullscreen = false
t.window.vsync = true
t.window.fsaa = 0
t.window.display = 1
t.window.highdpi = false
t.window.srgb = false
t.window.x = nil
t.window.y = nil
t.modules.audio = true
t.modules.event = true
t.modules.graphics = true
t.modules.image = true
t.modules.joystick = false
t.modules.keyboard = true
t.modules.math = true
t.modules.mouse = true
t.modules.physics = false
t.modules.sound = true
t.modules.system = true
t.modules.timer = true
t.modules.window = true
end
+12
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@@ -0,0 +1,12 @@
file = "tiny.lua"
project = "tiny-ecs"
description = "Entity Component System for lua."
backtick_references = true
format = 'discount'
title = "tiny-ecs API"
one = true
dir = doc
style = '!fixed'
package = 'tiny-ecs'
not_luadoc = true
boilerplate = true
-30
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@@ -1,30 +0,0 @@
local assert, pairs, type, tostring, setmetatable = assert, pairs, type, tostring, setmetatable
local baseMt, _instances, _classes, _class = {}, setmetatable({},{__mode='k'}), setmetatable({},{__mode='k'})
local function assert_class(class, method) assert(_classes[class], ('Wrong method call. Expected class:%s.'):format(method)) end
local function deep_copy(t, dest, aType) t = t or {}; local r = dest or {}
for k,v in pairs(t) do
if aType and type(v)==aType then r[k] = v elseif not aType then
if type(v) == 'table' and k ~= "__index" then r[k] = deep_copy(v) else r[k] = v end
end
end; return r
end
local function instantiate(self,...)
assert_class(self, 'new(...) or class(...)'); local instance = {class = self}; _instances[instance] = tostring(instance); setmetatable(instance,self)
if self.init then if type(self.init) == 'table' then deep_copy(self.init, instance) else self.init(instance, ...) end; end; return instance
end
local function extend(self, name, extra_params)
assert_class(self, 'extend(...)'); local heir = {}; _classes[heir] = tostring(heir); deep_copy(extra_params, deep_copy(self, heir));
heir.name, heir.__index, heir.super = extra_params and extra_params.name or name, heir, self; return setmetatable(heir,self)
end
baseMt = { __call = function (self,...) return self:new(...) end, __tostring = function(self,...)
if _instances[self] then return ("instance of '%s' (%s)"):format(rawget(self.class,'name') or '?', _instances[self]) end
return _classes[self] and ("class '%s' (%s)"):format(rawget(self,'name') or '?',_classes[self]) or self
end}; _classes[baseMt] = tostring(baseMt); setmetatable(baseMt, {__tostring = baseMt.__tostring})
local class = {isClass = function(class, ofsuper) local isclass = not not _classes[class]; if ofsuper then return isclass and (class.super == ofsuper) end; return isclass end, isInstance = function(instance, ofclass)
local isinstance = not not _instances[instance]; if ofclass then return isinstance and (instance.class == ofclass) end; return isinstance end}; _class = function(name, attr)
local c = deep_copy(attr); c.mixins=setmetatable({},{__mode='k'}); _classes[c] = tostring(c); c.name, c.__tostring, c.__call = name or c.name, baseMt.__tostring, baseMt.__call
c.include = function(self,mixin) assert_class(self, 'include(mixin)'); self.mixins[mixin] = true; return deep_copy(mixin, self, 'function') end
c.new, c.extend, c.__index, c.includes = instantiate, extend, c, function(self,mixin) assert_class(self,'includes(mixin)') return not not (self.mixins[mixin] or (self.super and self.super:includes(mixin))) end
c.extends = function(self, class) assert_class(self, 'extends(class)') local super = self; repeat super = super.super until (super == class or super == nil); return class and (super == class) end
return setmetatable(c, baseMt) end; class._DESCRIPTION = '30 lines library for object orientation in Lua'; class._VERSION = '30log v1.0.0'; class._URL = 'http://github.com/Yonaba/30log'; class._LICENSE = 'MIT LICENSE <http://www.opensource.org/licenses/mit-license.php>'
return setmetatable(class,{__call = function(_,...) return _class(...) end })
-284
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@@ -1,284 +0,0 @@
local anim8 = {
_VERSION = 'anim8 v2.1.0',
_DESCRIPTION = 'An animation library for LÖVE',
_URL = 'https://github.com/kikito/anim8',
_LICENSE = [[
MIT LICENSE
Copyright (c) 2011 Enrique García Cota
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.
]]
}
local Grid = {}
local _frames = {}
local function assertPositiveInteger(value, name)
if type(value) ~= 'number' then error(("%s should be a number, was %q"):format(name, tostring(value))) end
if value < 1 then error(("%s should be a positive number, was %d"):format(name, value)) end
if value ~= math.floor(value) then error(("%s should be an integer, was %d"):format(name, value)) end
end
local function createFrame(self, x, y)
local fw, fh = self.frameWidth, self.frameHeight
return love.graphics.newQuad(
self.left + (x-1) * fw + x * self.border,
self.top + (y-1) * fh + y * self.border,
fw,
fh,
self.imageWidth,
self.imageHeight
)
end
local function getGridKey(...)
return table.concat( {...} ,'-' )
end
local function getOrCreateFrame(self, x, y)
if x < 1 or x > self.width or y < 1 or y > self.height then
error(("There is no frame for x=%d, y=%d"):format(x, y))
end
local key = self._key
_frames[key] = _frames[key] or {}
_frames[key][x] = _frames[key][x] or {}
_frames[key][x][y] = _frames[key][x][y] or createFrame(self, x, y)
return _frames[key][x][y]
end
local function parseInterval(str)
if type(str) == "number" then return str,str,1 end
str = str:gsub('%s', '') -- remove spaces
local min, max = str:match("^(%d+)-(%d+)$")
assert(min and max, ("Could not parse interval from %q"):format(str))
min, max = tonumber(min), tonumber(max)
local step = min <= max and 1 or -1
return min, max, step
end
function Grid:getFrames(...)
local result, args = {}, {...}
local minx, maxx, stepx, miny, maxy, stepy
for i=1, #args, 2 do
minx, maxx, stepx = parseInterval(args[i])
miny, maxy, stepy = parseInterval(args[i+1])
for y = miny, maxy, stepy do
for x = minx, maxx, stepx do
result[#result+1] = getOrCreateFrame(self,x,y)
end
end
end
return result
end
local Gridmt = {
__index = Grid,
__call = Grid.getFrames
}
local function newGrid(frameWidth, frameHeight, imageWidth, imageHeight, left, top, border)
assertPositiveInteger(frameWidth, "frameWidth")
assertPositiveInteger(frameHeight, "frameHeight")
assertPositiveInteger(imageWidth, "imageWidth")
assertPositiveInteger(imageHeight, "imageHeight")
left = left or 0
top = top or 0
border = border or 0
local key = getGridKey(frameWidth, frameHeight, imageWidth, imageHeight, left, top, border)
local grid = setmetatable(
{ frameWidth = frameWidth,
frameHeight = frameHeight,
imageWidth = imageWidth,
imageHeight = imageHeight,
left = left,
top = top,
border = border,
width = math.floor(imageWidth/frameWidth),
height = math.floor(imageHeight/frameHeight),
_key = key
},
Gridmt
)
return grid
end
-----------------------------------------------------------
local Animation = {}
local function cloneArray(arr)
local result = {}
for i=1,#arr do result[i] = arr[i] end
return result
end
local function parseDurations(durations, frameCount)
local result = {}
if type(durations) == 'number' then
for i=1,frameCount do result[i] = durations end
else
local min, max, step
for key,duration in pairs(durations) do
assert(type(duration) == 'number', "The value [" .. tostring(duration) .. "] should be a number")
min, max, step = parseInterval(key)
for i = min,max,step do result[i] = duration end
end
end
if #result < frameCount then
error("The durations table has length of " .. tostring(#result) .. ", but it should be >= " .. tostring(frameCount))
end
return result
end
local function parseIntervals(durations)
local result, time = {0},0
for i=1,#durations do
time = time + durations[i]
result[i+1] = time
end
return result, time
end
local Animationmt = { __index = Animation }
local nop = function() end
local function newAnimation(frames, durations, onLoop)
local td = type(durations);
if (td ~= 'number' or durations <= 0) and td ~= 'table' then
error("durations must be a positive number. Was " .. tostring(durations) )
end
onLoop = onLoop or nop
durations = parseDurations(durations, #frames)
local intervals, totalDuration = parseIntervals(durations)
return setmetatable({
frames = cloneArray(frames),
durations = durations,
intervals = intervals,
totalDuration = totalDuration,
onLoop = onLoop,
timer = 0,
position = 1,
status = "playing",
flippedH = false,
flippedV = false
},
Animationmt
)
end
function Animation:clone()
local newAnim = newAnimation(self.frames, self.durations, self.onLoop)
newAnim.flippedH, newAnim.flippedV = self.flippedH, self.flippedV
return newAnim
end
function Animation:flipH()
self.flippedH = not self.flippedH
return self
end
function Animation:flipV()
self.flippedV = not self.flippedV
return self
end
local function seekFrameIndex(intervals, timer)
local high, low, i = #intervals-1, 1, 1
while(low <= high) do
i = math.floor((low + high) / 2)
if timer > intervals[i+1] then low = i + 1
elseif timer <= intervals[i] then high = i - 1
else
return i
end
end
return i
end
function Animation:update(dt)
if self.status ~= "playing" then return end
self.timer = self.timer + dt
local loops = math.floor(self.timer / self.totalDuration)
if loops ~= 0 then
self.timer = self.timer - self.totalDuration * loops
local f = type(self.onLoop) == 'function' and self.onLoop or self[self.onLoop]
f(self, loops)
end
self.position = seekFrameIndex(self.intervals, self.timer)
end
function Animation:pause()
self.status = "paused"
end
function Animation:gotoFrame(position)
self.position = position
self.timer = self.intervals[self.position]
end
function Animation:pauseAtEnd()
self.position = #self.frames
self.timer = self.totalDuration
self:pause()
end
function Animation:pauseAtStart()
self.position = 1
self.timer = 0
self:pause()
end
function Animation:resume()
self.status = "playing"
end
function Animation:draw(image, x, y, r, sx, sy, ox, oy, ...)
local frame = self.frames[self.position]
if self.flippedH or self.flippedV then
r,sx,sy,ox,oy = r or 0, sx or 1, sy or 1, ox or 0, oy or 0
local _,_,w,h = frame:getViewport()
if self.flippedH then
sx = sx * -1
ox = w - ox
end
if self.flippedV then
sy = sy * -1
oy = h - oy
end
end
love.graphics.draw(image, frame, x, y, r, sx, sy, ox, oy, ...)
end
-----------------------------------------------------------
anim8.newGrid = newGrid
anim8.newAnimation = newAnimation
return anim8
-174
View File
@@ -1,174 +0,0 @@
-- beholder.lua - v2.1.1 (2011-11)
-- Copyright (c) 2011 Enrique García Cota
-- 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 callback OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
local function copy(t)
local c={}
for i=1,#t do c[i]=t[i] end
return c
end
local function hash2array(t)
local arr, i = {}, 0
for _,v in pairs(t) do
i = i+1
arr[i] = v
end
return arr, i
end
-- private Node class
local nodesById = nil
local root = nil
local function newNode()
return { callbacks = {}, children = setmetatable({}, {__mode="k"}) }
end
local function findNodeById(id)
return nodesById[id]
end
local function findOrCreateChildNode(self, key)
self.children[key] = self.children[key] or newNode()
return self.children[key]
end
local function findOrCreateDescendantNode(self, keys)
local node = self
for i=1, #keys do
node = findOrCreateChildNode(node, keys[i])
end
return node
end
local function invokeNodeCallbacks(self, params)
-- copy the hash into an array, for safety (self-erasures)
local callbacks, count = hash2array(self.callbacks)
for i=1,#callbacks do
callbacks[i](unpack(params))
end
return count
end
local function invokeAllNodeCallbacksInSubTree(self, params)
local counter = invokeNodeCallbacks(self, params)
for _,child in pairs(self.children) do
counter = counter + invokeAllNodeCallbacksInSubTree(child, params)
end
return counter
end
local function invokeNodeCallbacksFromPath(self, path)
local node = self
local params = copy(path)
local counter = invokeNodeCallbacks(node, params)
for i=1, #path do
node = node.children[path[i]]
if not node then break end
table.remove(params, 1)
counter = counter + invokeNodeCallbacks(node, params)
end
return counter
end
local function addCallbackToNode(self, callback)
local id = {}
self.callbacks[id] = callback
nodesById[id] = self
return id
end
local function removeCallbackFromNode(self, id)
self.callbacks[id] = nil
nodesById[id] = nil
end
------ beholder table
local beholder = {}
-- beholder private functions/vars
local groups = nil
local currentGroupId = nil
local function addIdToCurrentGroup(id)
if currentGroupId then
groups[currentGroupId] = groups[currentGroupId] or setmetatable({}, {__mode="k"})
local group = groups[currentGroupId]
group[#group + 1] = id
end
return id
end
local function stopObservingGroup(group)
local count = #group
for i=1,count do
beholder.stopObserving(group[i])
end
return count
end
local function falseIfZero(n)
return n > 0 and n
end
local function extractEventAndCallbackFromParams(params)
assert(#params > 0, "beholder.observe requires at least one parameter - the callback. You usually want to use two, i.e.: beholder.observe('EVENT', callback)")
local callback = table.remove(params, #params)
return params, callback
end
------ Public interface
function beholder.observe(...)
local event, callback = extractEventAndCallbackFromParams({...})
local node = findOrCreateDescendantNode(root, event)
return addIdToCurrentGroup(addCallbackToNode(node, callback))
end
function beholder.stopObserving(id)
local node = findNodeById(id)
if node then removeCallbackFromNode(node, id) end
local group, count = groups[id], 0
if group then count = stopObservingGroup(group) end
return (node or count > 0) and true or false
end
function beholder.group(groupId, f)
assert(not currentGroupId, "beholder.group can not be nested!")
currentGroupId = groupId
f()
currentGroupId = nil
end
function beholder.trigger(...)
return falseIfZero( invokeNodeCallbacksFromPath(root, {...}) )
end
function beholder.triggerAll(...)
return falseIfZero( invokeAllNodeCallbacksInSubTree(root, {...}) )
end
function beholder.reset()
root = newNode()
nodesById = setmetatable({}, {__mode="k"})
groups = {}
currentGroupId = nil
end
beholder.reset()
return beholder
-770
View File
@@ -1,770 +0,0 @@
local bump = {
_VERSION = 'bump v3.1.2',
_URL = 'https://github.com/kikito/bump.lua',
_DESCRIPTION = 'A collision detection library for Lua',
_LICENSE = [[
MIT LICENSE
Copyright (c) 2014 Enrique García Cota
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.
]]
}
------------------------------------------
-- Auxiliary functions
------------------------------------------
local abs, floor, ceil, min, max = math.abs, math.floor, math.ceil, math.min, math.max
local function sign(x)
if x > 0 then return 1 end
if x == 0 then return 0 end
return -1
end
local function nearest(x, a, b)
if abs(a - x) < abs(b - x) then return a else return b end
end
local function assertType(desiredType, value, name)
if type(value) ~= desiredType then
error(name .. ' must be a ' .. desiredType .. ', but was ' .. tostring(value) .. '(a ' .. type(value) .. ')')
end
end
local function assertIsPositiveNumber(value, name)
if type(value) ~= 'number' or value <= 0 then
error(name .. ' must be a positive integer, but was ' .. tostring(value) .. '(' .. type(value) .. ')')
end
end
local function assertIsRect(x,y,w,h)
assertType('number', x, 'x')
assertType('number', y, 'y')
assertIsPositiveNumber(w, 'w')
assertIsPositiveNumber(h, 'h')
end
local defaultFilter = function()
return 'slide'
end
------------------------------------------
-- Rectangle functions
------------------------------------------
local function rect_getNearestCorner(x,y,w,h, px, py)
return nearest(px, x, x+w), nearest(py, y, y+h)
end
-- This is a generalized implementation of the liang-barsky algorithm, which also returns
-- the normals of the sides where the segment intersects.
-- Returns nil if the segment never touches the rect
-- Notice that normals are only guaranteed to be accurate when initially ti1, ti2 == -math.huge, math.huge
local function rect_getSegmentIntersectionIndices(x,y,w,h, x1,y1,x2,y2, ti1,ti2)
ti1, ti2 = ti1 or 0, ti2 or 1
local dx, dy = x2-x1, y2-y1
local nx, ny
local nx1, ny1, nx2, ny2 = 0,0,0,0
local p, q, r
for side = 1,4 do
if side == 1 then nx,ny,p,q = -1, 0, -dx, x1 - x -- left
elseif side == 2 then nx,ny,p,q = 1, 0, dx, x + w - x1 -- right
elseif side == 3 then nx,ny,p,q = 0, -1, -dy, y1 - y -- top
else nx,ny,p,q = 0, 1, dy, y + h - y1 -- bottom
end
if p == 0 then
if q <= 0 then return nil end
else
r = q / p
if p < 0 then
if r > ti2 then return nil
elseif r > ti1 then ti1,nx1,ny1 = r,nx,ny
end
else -- p > 0
if r < ti1 then return nil
elseif r < ti2 then ti2,nx2,ny2 = r,nx,ny
end
end
end
end
return ti1,ti2, nx1,ny1, nx2,ny2
end
-- Calculates the minkowsky difference between 2 rects, which is another rect
local function rect_getDiff(x1,y1,w1,h1, x2,y2,w2,h2)
return x2 - x1 - w1,
y2 - y1 - h1,
w1 + w2,
h1 + h2
end
local delta = 0.00001 -- floating-point-safe comparisons here, otherwise bugs
local function rect_containsPoint(x,y,w,h, px,py)
return px - x > delta and py - y > delta and
x + w - px > delta and y + h - py > delta
end
local function rect_isIntersecting(x1,y1,w1,h1, x2,y2,w2,h2)
return x1 < x2+w2 and x2 < x1+w1 and
y1 < y2+h2 and y2 < y1+h1
end
local function rect_getSquareDistance(x1,y1,w1,h1, x2,y2,w2,h2)
local dx = x1 - x2 + (w1 - w2)/2
local dy = y1 - y2 + (h1 - h2)/2
return dx*dx + dy*dy
end
local function rect_detectCollision(x1,y1,w1,h1, x2,y2,w2,h2, goalX, goalY)
goalX = goalX or x1
goalY = goalY or y1
local dx, dy = goalX - x1, goalY - y1
local x,y,w,h = rect_getDiff(x1,y1,w1,h1, x2,y2,w2,h2)
local overlaps, ti, nx, ny
if rect_containsPoint(x,y,w,h, 0,0) then -- item was intersecting other
local px, py = rect_getNearestCorner(x,y,w,h, 0, 0)
local wi, hi = min(w1, abs(px)), min(h1, abs(py)) -- area of intersection
ti = -wi * hi -- ti is the negative area of intersection
overlaps = true
else
local ti1,ti2,nx1,ny1 = rect_getSegmentIntersectionIndices(x,y,w,h, 0,0,dx,dy, -math.huge, math.huge)
-- item tunnels into other
if ti1 and ti1 < 1 and (0 < ti1 or 0 == ti1 and ti2 > 0) then
ti, nx, ny = ti1, nx1, ny1
overlaps = false
end
end
if not ti then return end
local tx, ty
if overlaps then
if dx == 0 and dy == 0 then
-- intersecting and not moving - use minimum displacement vector
local px, py = rect_getNearestCorner(x,y,w,h, 0,0)
if abs(px) < abs(py) then py = 0 else px = 0 end
nx, ny = sign(px), sign(py)
tx, ty = x1 + px, y1 + py
else
-- intersecting and moving - move in the opposite direction
local ti1
ti1,_,nx,ny = rect_getSegmentIntersectionIndices(x,y,w,h, 0,0,dx,dy, -math.huge, 1)
tx, ty = x1 + dx * ti1, y1 + dy * ti1
end
else -- tunnel
tx, ty = x1 + dx * ti, y1 + dy * ti
end
return {
overlaps = overlaps,
ti = ti,
move = {x = dx, y = dy},
normal = {x = nx, y = ny},
touch = {x = tx, y = ty},
itemRect = {x = x1, y = y1, w = w1, h = h1},
otherRect = {x = x2, y = y2, w = w2, h = h2}
}
end
------------------------------------------
-- Grid functions
------------------------------------------
local function grid_toWorld(cellSize, cx, cy)
return (cx - 1)*cellSize, (cy-1)*cellSize
end
local function grid_toCell(cellSize, x, y)
return floor(x / cellSize) + 1, floor(y / cellSize) + 1
end
-- grid_traverse* functions are based on "A Fast Voxel Traversal Algorithm for Ray Tracing",
-- by John Amanides and Andrew Woo - http://www.cse.yorku.ca/~amana/research/grid.pdf
-- It has been modified to include both cells when the ray "touches a grid corner",
-- and with a different exit condition
local function grid_traverse_initStep(cellSize, ct, t1, t2)
local v = t2 - t1
if v > 0 then
return 1, cellSize / v, ((ct + v) * cellSize - t1) / v
elseif v < 0 then
return -1, -cellSize / v, ((ct + v - 1) * cellSize - t1) / v
else
return 0, math.huge, math.huge
end
end
local function grid_traverse(cellSize, x1,y1,x2,y2, f)
local cx1,cy1 = grid_toCell(cellSize, x1,y1)
local cx2,cy2 = grid_toCell(cellSize, x2,y2)
local stepX, dx, tx = grid_traverse_initStep(cellSize, cx1, x1, x2)
local stepY, dy, ty = grid_traverse_initStep(cellSize, cy1, y1, y2)
local cx,cy = cx1,cy1
f(cx, cy)
-- The default implementation had an infinite loop problem when
-- approaching the last cell in some occassions. We finish iterating
-- when we are *next* to the last cell
while abs(cx - cx2) + abs(cy - cy2) > 1 do
if tx < ty then
tx, cx = tx + dx, cx + stepX
f(cx, cy)
else
-- Addition: include both cells when going through corners
if tx == ty then f(cx + stepX, cy) end
ty, cy = ty + dy, cy + stepY
f(cx, cy)
end
end
-- If we have not arrived to the last cell, use it
if cx ~= cx2 or cy ~= cy2 then f(cx2, cy2) end
end
local function grid_toCellRect(cellSize, x,y,w,h)
local cx,cy = grid_toCell(cellSize, x, y)
local cr,cb = ceil((x+w) / cellSize), ceil((y+h) / cellSize)
return cx, cy, cr - cx + 1, cb - cy + 1
end
------------------------------------------
-- Responses
------------------------------------------
local touch = function(world, col, x,y,w,h, goalX, goalY, filter)
local touch = col.touch
return touch.x, touch.y, {}, 0
end
local cross = function(world, col, x,y,w,h, goalX, goalY, filter)
local touch = col.touch
local cols, len = world:project(col.item, x,y,w,h, goalX, goalY, filter)
return goalX, goalY, cols, len
end
local slide = function(world, col, x,y,w,h, goalX, goalY, filter)
goalX = goalX or x
goalY = goalY or y
local touch, move = col.touch, col.move
local sx, sy = touch.x, touch.y
if move.x ~= 0 or move.y ~= 0 then
if col.normal.x == 0 then
sx = goalX
else
sy = goalY
end
end
col.slide = {x = sx, y = sy}
x,y = touch.x, touch.y
goalX, goalY = sx, sy
local cols, len = world:project(col.item, x,y,w,h, goalX, goalY, filter)
return goalX, goalY, cols, len
end
local bounce = function(world, col, x,y,w,h, goalX, goalY, filter)
goalX = goalX or x
goalY = goalY or y
local touch, move = col.touch, col.move
local tx, ty = touch.x, touch.y
local bx, by, bnx, bny = tx, ty, 0,0
if move.x ~= 0 or move.y ~= 0 then
bnx, bny = goalX - tx, goalY - ty
if col.normal.x == 0 then bny = -bny else bnx = -bnx end
bx, by = tx + bnx, ty + bny
end
col.bounce = {x = bx, y = by}
x,y = touch.x, touch.y
goalX, goalY = bx, by
local cols, len = world:project(col.item, x,y,w,h, goalX, goalY, filter)
return goalX, goalY, cols, len
end
local onewayplatform = function(world, col, x,y,w,h, goalX, goalY, filter)
if col.normal.y < 0 and not col.overlaps then
col.didTouch = true
goalX, goalY, cols, len = slide(world, col, x,y,w,h, goalX, goalY, filter)
return goalX, goalY, cols, len
else
goalX, goalY, cols, len = cross(world, col, x,y,w,h, goalX, goalY, filter)
return goalX, goalY, cols, len
end
end
local onewayplatformTouch = function(world, col, x,y,w,h, goalX, goalY, filter)
if col.normal.y < 0 and not col.overlaps then
col.didTouch = true
goalX, goalY, cols, len = touch(world, col, x,y,w,h, goalX, goalY, filter)
return goalX, goalY, cols, len
else
goalX, goalY, cols, len = cross(world, col, x,y,w,h, goalX, goalY, filter)
return goalX, goalY, cols, len
end
end
------------------------------------------
-- World
------------------------------------------
local World = {}
local World_mt = {__index = World}
-- Private functions and methods
local function sortByWeight(a,b) return a.weight < b.weight end
local function sortByTiAndDistance(a,b)
if a.ti == b.ti then
local ir, ar, br = a.itemRect, a.otherRect, b.otherRect
local ad = rect_getSquareDistance(ir.x,ir.y,ir.w,ir.h, ar.x,ar.y,ar.w,ar.h)
local bd = rect_getSquareDistance(ir.x,ir.y,ir.w,ir.h, br.x,br.y,br.w,br.h)
return ad < bd
end
return a.ti < b.ti
end
local function addItemToCell(self, item, cx, cy)
self.rows[cy] = self.rows[cy] or setmetatable({}, {__mode = 'v'})
local row = self.rows[cy]
row[cx] = row[cx] or {itemCount = 0, x = cx, y = cy, items = setmetatable({}, {__mode = 'k'})}
local cell = row[cx]
self.nonEmptyCells[cell] = true
if not cell.items[item] then
cell.items[item] = true
cell.itemCount = cell.itemCount + 1
end
end
local function removeItemFromCell(self, item, cx, cy)
local row = self.rows[cy]
if not row or not row[cx] or not row[cx].items[item] then return false end
local cell = row[cx]
cell.items[item] = nil
cell.itemCount = cell.itemCount - 1
if cell.itemCount == 0 then
self.nonEmptyCells[cell] = nil
end
return true
end
local function getDictItemsInCellRect(self, cl,ct,cw,ch)
local items_dict = {}
for cy=ct,ct+ch-1 do
local row = self.rows[cy]
if row then
for cx=cl,cl+cw-1 do
local cell = row[cx]
if cell and cell.itemCount > 0 then -- no cell.itemCount > 1 because tunneling
for item,_ in pairs(cell.items) do
items_dict[item] = true
end
end
end
end
end
return items_dict
end
local function getCellsTouchedBySegment(self, x1,y1,x2,y2)
local cells, cellsLen, visited = {}, 0, {}
grid_traverse(self.cellSize, x1,y1,x2,y2, function(cx, cy)
local row = self.rows[cy]
if not row then return end
local cell = row[cx]
if not cell or visited[cell] then return end
visited[cell] = true
cellsLen = cellsLen + 1
cells[cellsLen] = cell
end)
return cells, cellsLen
end
local function getInfoAboutItemsTouchedBySegment(self, x1,y1, x2,y2, filter)
local cells, len = getCellsTouchedBySegment(self, x1,y1,x2,y2)
local cell, rect, l,t,w,h, ti1,ti2, tii0,tii1
local visited, itemInfo, itemInfoLen = {},{},0
for i=1,len do
cell = cells[i]
for item in pairs(cell.items) do
if not visited[item] then
visited[item] = true
if (not filter or filter(item)) then
rect = self.rects[item]
l,t,w,h = rect.x,rect.y,rect.w,rect.h
ti1,ti2 = rect_getSegmentIntersectionIndices(l,t,w,h, x1,y1, x2,y2, 0, 1)
if ti1 and ((0 < ti1 and ti1 < 1) or (0 < ti2 and ti2 < 1)) then
-- the sorting is according to the t of an infinite line, not the segment
tii0,tii1 = rect_getSegmentIntersectionIndices(l,t,w,h, x1,y1, x2,y2, -math.huge, math.huge)
itemInfoLen = itemInfoLen + 1
itemInfo[itemInfoLen] = {item = item, ti1 = ti1, ti2 = ti2, weight = min(tii0,tii1)}
end
end
end
end
end
table.sort(itemInfo, sortByWeight)
return itemInfo, itemInfoLen
end
local function getResponseByName(self, name)
local response = self.responses[name]
if not response then
error(('Unknown collision type: %s (%s)'):format(name, type(name)))
end
return response
end
-- Misc Public Methods
function World:addResponse(name, response)
self.responses[name] = response
end
function World:project(item, x,y,w,h, goalX, goalY, filter)
assertIsRect(x,y,w,h)
goalX = goalX or x
goalY = goalY or y
filter = filter or defaultFilter
local collisions, len = {}, 0
local visited = {}
if item ~= nil then visited[item] = true end
-- This could probably be done with less cells using a polygon raster over the cells instead of a
-- bounding rect of the whole movement. Conditional to building a queryPolygon method
local tl, tt = min(goalX, x), min(goalY, y)
local tr, tb = max(goalX + w, x+w), max(goalY + h, y+h)
local tw, th = tr-tl, tb-tt
local cl,ct,cw,ch = grid_toCellRect(self.cellSize, tl,tt,tw,th)
local dictItemsInCellRect = getDictItemsInCellRect(self, cl,ct,cw,ch)
for other,_ in pairs(dictItemsInCellRect) do
if not visited[other] then
visited[other] = true
local responseName = filter(item, other)
if responseName then
local ox,oy,ow,oh = self:getRect(other)
local col = rect_detectCollision(x,y,w,h, ox,oy,ow,oh, goalX, goalY)
if col then
col.other = other
col.item = item
col.type = responseName
len = len + 1
collisions[len] = col
end
end
end
end
table.sort(collisions, sortByTiAndDistance)
return collisions, len
end
function World:countCells()
local count = 0
for _,row in pairs(self.rows) do
for _,_ in pairs(row) do
count = count + 1
end
end
return count
end
function World:hasItem(item)
return not not self.rects[item]
end
function World:getItems()
local items, len = {}, 0
for item,_ in pairs(self.rects) do
len = len + 1
items[len] = item
end
return items, len
end
function World:countItems()
local len = 0
for _ in pairs(self.rects) do len = len + 1 end
return len
end
function World:getRect(item)
local rect = self.rects[item]
if not rect then
error('Item ' .. tostring(item) .. ' must be added to the world before getting its rect. Use world:add(item, x,y,w,h) to add it first.')
end
return rect.x, rect.y, rect.w, rect.h
end
function World:toWorld(cx, cy)
return grid_toWorld(self.cellSize, cx, cy)
end
function World:toCell(x,y)
return grid_toCell(self.cellSize, x, y)
end
--- Query methods
function World:queryRect(x,y,w,h, filter)
local cl,ct,cw,ch = grid_toCellRect(self.cellSize, x,y,w,h)
local dictItemsInCellRect = getDictItemsInCellRect(self, cl,ct,cw,ch)
local items, len = {}, 0
local rect
for item,_ in pairs(dictItemsInCellRect) do
rect = self.rects[item]
if (not filter or filter(item))
and rect_isIntersecting(x,y,w,h, rect.x, rect.y, rect.w, rect.h)
then
len = len + 1
items[len] = item
end
end
return items, len
end
function World:queryPoint(x,y, filter)
local cx,cy = self:toCell(x,y)
local dictItemsInCellRect = getDictItemsInCellRect(self, cx,cy,1,1)
local items, len = {}, 0
local rect
for item,_ in pairs(dictItemsInCellRect) do
rect = self.rects[item]
if (not filter or filter(item))
and rect_containsPoint(rect.x, rect.y, rect.w, rect.h, x, y)
then
len = len + 1
items[len] = item
end
end
return items, len
end
function World:querySegment(x1, y1, x2, y2, filter)
local itemInfo, len = getInfoAboutItemsTouchedBySegment(self, x1, y1, x2, y2, filter)
local items = {}
for i=1, len do
items[i] = itemInfo[i].item
end
return items, len
end
function World:querySegmentWithCoords(x1, y1, x2, y2, filter)
local itemInfo, len = getInfoAboutItemsTouchedBySegment(self, x1, y1, x2, y2, filter)
local dx, dy = x2-x1, y2-y1
local info, ti1, ti2
for i=1, len do
info = itemInfo[i]
ti1 = info.ti1
ti2 = info.ti2
info.weight = nil
info.x1 = x1 + dx * ti1
info.y1 = y1 + dy * ti1
info.x2 = x1 + dx * ti2
info.y2 = y1 + dy * ti2
end
return itemInfo, len
end
--- Main methods
function World:add(item, x,y,w,h)
local rect = self.rects[item]
if rect then
error('Item ' .. tostring(item) .. ' added to the world twice.')
end
assertIsRect(x,y,w,h)
self.rects[item] = {x=x,y=y,w=w,h=h}
local cl,ct,cw,ch = grid_toCellRect(self.cellSize, x,y,w,h)
for cy = ct, ct+ch-1 do
for cx = cl, cl+cw-1 do
addItemToCell(self, item, cx, cy)
end
end
return item
end
function World:remove(item)
local x,y,w,h = self:getRect(item)
self.rects[item] = nil
local cl,ct,cw,ch = grid_toCellRect(self.cellSize, x,y,w,h)
for cy = ct, ct+ch-1 do
for cx = cl, cl+cw-1 do
removeItemFromCell(self, item, cx, cy)
end
end
end
function World:update(item, x2,y2,w2,h2)
local x,y,w,h = self:getRect(item)
w2,h2 = w2 or w, h2 or h
assertIsRect(x2,y2,w2,h2)
if x ~= x2 or y ~= y2 or w ~= w2 or h ~= h2 then
local cellSize = self.cellSize
local cl1,ct1,cw1,ch1 = grid_toCellRect(cellSize, x,y,w,h)
local cl2,ct2,cw2,ch2 = grid_toCellRect(cellSize, x2,y2,w2,h2)
if cl1==cl2 and ct1==ct2 and cw1==cw2 and ch1==ch2 then
local rect = self.rects[item]
rect.x, rect.y, rect.w, rect.h = x2,y2,w2,h2
else
self:remove(item)
self:add(item, x2,y2,w2,h2)
end
end
end
function World:move(item, goalX, goalY, filter)
local actualX, actualY, cols, len = self:check(item, goalX, goalY, filter)
self:update(item, actualX, actualY)
return actualX, actualY, cols, len
end
function World:check(item, goalX, goalY, filter)
filter = filter or defaultFilter
local visited = {[item] = true}
local visitedFilter = function(item, other)
if visited[other] then return false end
return filter(item, other)
end
local cols, len = {}, 0
local x,y,w,h = self:getRect(item)
local projected_cols, projected_len = self:project(item, x,y,w,h, goalX,goalY, visitedFilter)
while projected_len > 0 do
local col = projected_cols[1]
len = len + 1
cols[len] = col
visited[col.other] = true
local response = getResponseByName(self, col.type)
goalX, goalY, projected_cols, projected_len = response(
self,
col,
x, y, w, h,
goalX, goalY,
visitedFilter
)
end
return goalX, goalY, cols, len
end
-- Public library functions
bump.newWorld = function(cellSize)
cellSize = cellSize or 64
assertIsPositiveNumber(cellSize, 'cellSize')
local world = setmetatable({
cellSize = cellSize,
rects = {},
rows = {},
nonEmptyCells = {},
responses = {}
}, World_mt)
world:addResponse('touch', touch)
world:addResponse('cross', cross)
world:addResponse('slide', slide)
world:addResponse('bounce', bounce)
-- modified here
world:addResponse('onewayplatform', onewayplatform)
world:addResponse('onewayplatformTouch', onewayplatformTouch)
-- to here
return world
end
bump.rect = {
getNearestCorner = rect_getNearestCorner,
getSegmentIntersectionIndices = rect_getSegmentIntersectionIndices,
getDiff = rect_getDiff,
containsPoint = rect_containsPoint,
isIntersecting = rect_isIntersecting,
getSquareDistance = rect_getSquareDistance,
detectCollision = rect_detectCollision
}
bump.responses = {
touch = touch,
cross = cross,
slide = slide,
bounce = bounce
}
return bump
-210
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@@ -1,210 +0,0 @@
-- gamera.lua v1.0.1
-- Copyright (c) 2012 Enrique García Cota
-- 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.
-- Based on YaciCode, from Julien Patte and LuaObject, from Sebastien Rocca-Serra
local gamera = {}
-- Private attributes and methods
local gameraMt = {__index = gamera}
local abs, min, max = math.abs, math.min, math.max
local function clamp(x, minX, maxX)
return x < minX and minX or (x>maxX and maxX or x)
end
local function checkNumber(value, name)
if type(value) ~= 'number' then
error(name .. " must be a number (was: " .. tostring(value) .. ")")
end
end
local function checkPositiveNumber(value, name)
if type(value) ~= 'number' or value <=0 then
error(name .. " must be a positive number (was: " .. tostring(value) ..")")
end
end
local function checkAABB(l,t,w,h)
checkNumber(l, "l")
checkNumber(t, "t")
checkPositiveNumber(w, "w")
checkPositiveNumber(h, "h")
end
local function getVisibleArea(self, scale)
scale = scale or self.scale
local sin, cos = abs(self.sin), abs(self.cos)
local w,h = self.w / scale, self.h / scale
w,h = cos*w + sin*h, sin*w + cos*h
return min(w,self.ww), min(h, self.wh)
end
local function cornerTransform(self, x,y)
local scale, sin, cos = self.scale, self.sin, self.cos
x,y = x - self.x, y - self.y
x,y = -cos*x + sin*y, -sin*x - cos*y
return self.x - (x/scale + self.l), self.y - (y/scale + self.t)
end
local function adjustPosition(self)
local wl,wt,ww,wh = self.wl, self.wt, self.ww, self.wh
local w,h = getVisibleArea(self)
local w2,h2 = w*0.5, h*0.5
local left, right = wl + w2, wl + ww - w2
local top, bottom = wt + h2, wt + wh - h2
self.x, self.y = clamp(self.x, left, right), clamp(self.y, top, bottom)
end
local function adjustScale(self)
local w,h,ww,wh = self.w, self.h, self.ww, self.wh
local rw,rh = getVisibleArea(self, 1) -- rotated frame: area around the window, rotated without scaling
local sx,sy = rw/ww, rh/wh -- vert/horiz scale: minimun scales that the window needs to occupy the world
local rscale = max(sx,sy)
self.scale = max(self.scale, rscale)
end
-- Public interface
function gamera.new(l,t,w,h)
local sw,sh = love.graphics.getWidth(), love.graphics.getHeight()
local cam = setmetatable({
x=0, y=0,
scale=1,
angle=0, sin=math.sin(0), cos=math.cos(0),
l=0, t=0, w=sw, h=sh, w2=sw*0.5, h2=sh*0.5
}, gameraMt)
cam:setWorld(l,t,w,h)
return cam
end
function gamera:setWorld(l,t,w,h)
checkAABB(l,t,w,h)
self.wl, self.wt, self.ww, self.wh = l,t,w,h
adjustPosition(self)
end
function gamera:setWindow(l,t,w,h)
checkAABB(l,t,w,h)
self.l, self.t, self.w, self.h, self.w2, self.h2 = l,t,w,h, w*0.5, h*0.5
adjustPosition(self)
end
function gamera:setPosition(x,y)
checkNumber(x, "x")
checkNumber(y, "y")
self.x, self.y = x,y
adjustPosition(self)
end
function gamera:setScale(scale)
checkNumber(scale, "scale")
self.scale = scale
adjustScale(self)
adjustPosition(self)
end
function gamera:setAngle(angle)
checkNumber(angle, "angle")
self.angle = angle
self.cos, self.sin = math.cos(angle), math.sin(angle)
adjustScale(self)
adjustPosition(self)
end
function gamera:getWorld()
return self.wl, self.wt, self.ww, self.wh
end
function gamera:getWindow()
return self.l, self.t, self.w, self.h
end
function gamera:getPosition()
return self.x, self.y
end
function gamera:getScale()
return self.scale
end
function gamera:getAngle()
return self.angle
end
function gamera:getVisible()
local w,h = getVisibleArea(self)
return self.x - w*0.5, self.y - h*0.5, w, h
end
function gamera:getVisibleCorners()
local x,y,w2,h2 = self.x, self.y, self.w2, self.h2
local x1,y1 = cornerTransform(self, x-w2,y-h2)
local x2,y2 = cornerTransform(self, x+w2,y-h2)
local x3,y3 = cornerTransform(self, x+w2,y+h2)
local x4,y4 = cornerTransform(self, x-w2,y+h2)
return x1,y1,x2,y2,x3,y3,x4,y4
end
-- modified here
function gamera:apply()
love.graphics.setScissor(self:getWindow())
love.graphics.push()
local scale = self.scale
love.graphics.scale(scale)
love.graphics.translate((self.w2 + self.l) / scale, (self.h2+self.t) / scale)
love.graphics.rotate(-self.angle)
love.graphics.translate(-self.x, -self.y)
end
function gamera:remove()
love.graphics.pop()
love.graphics.setScissor()
end
function gamera:draw(f)
self:apply()
f(self:getVisible())
self:remove()
end
-- to here
function gamera:toWorld(x,y)
local scale, sin, cos = self.scale, self.sin, self.cos
x,y = (x - self.w2 - self.l) / scale, (y - self.h2 - self.t) / scale
x,y = cos*x - sin*y, sin*x + cos*y
return x + self.x, y + self.y
end
function gamera:toScreen(x,y)
local scale, sin, cos = self.scale, self.sin, self.cos
x,y = x - self.x, y - self.y
x,y = cos*x + sin*y, -sin*x + cos*y
return scale * x + self.w2 + self.l, scale * y + self.h2 + self.t
end
return gamera
-94
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@@ -1,94 +0,0 @@
--[[
Copyright (c) 2010-2013 Matthias Richter
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.
Except as contained in this notice, the name(s) of the above copyright holders
shall not be used in advertising or otherwise to promote the sale, use or
other dealings in this Software without prior written authorization.
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.
]]--
local function __NULL__() end
-- default gamestate produces error on every callback
local state_init = setmetatable({leave = __NULL__},
{__index = function() error("Gamestate not initialized. Use Gamestate.switch()") end})
local stack = {state_init}
local GS = {}
function GS.new(t) return t or {} end -- constructor - deprecated!
function GS.switch(to, ...)
assert(to, "Missing argument: Gamestate to switch to")
assert(to ~= GS, "Can't call switch with colon operator")
local pre = stack[#stack]
;(pre.leave or __NULL__)(pre)
;(to.load or __NULL__)(to)
to.load = nil
stack[#stack] = to
return (to.enter or __NULL__)(to, pre, ...)
end
function GS.push(to, ...)
assert(to, "Missing argument: Gamestate to switch to")
assert(to ~= GS, "Can't call push with colon operator")
local pre = stack[#stack]
;(to.load or __NULL__)(to) -- modified to use load instead of init so as
-- to not interfere with 30log.
to.load = nil
stack[#stack+1] = to
return (to.enter or __NULL__)(to, pre, ...)
end
function GS.pop(...)
assert(#stack > 1, "No more states to pop!")
local pre, to = stack[#stack], stack[#stack-1]
stack[#stack] = nil
;(pre.leave or __NULL__)(pre)
return (to.resume or __NULL__)(to, pre, ...)
end
function GS.current()
return stack[#stack]
end
local all_callbacks = {
'draw', 'errhand', 'focus', 'keypressed', 'keyreleased', 'mousefocus',
'mousemoved', 'mousepressed', 'mousereleased', 'quit', 'resize',
'textinput', 'threaderror', 'update', 'visible', 'gamepadaxis',
'gamepadpressed', 'gamepadreleased', 'joystickadded', 'joystickaxis',
'joystickhat', 'joystickpressed', 'joystickreleased', 'joystickremoved'
}
function GS.registerEvents(callbacks)
local registry = {}
callbacks = callbacks or all_callbacks
for _, f in ipairs(callbacks) do
registry[f] = love[f] or __NULL__
love[f] = function(...)
registry[f](...)
return GS[f](...)
end
end
end
-- forward any undefined functions
setmetatable(GS, {__index = function(_, func)
return function(...)
return (stack[#stack][func] or __NULL__)(stack[#stack], ...)
end
end})
return GS
-91
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@@ -1,91 +0,0 @@
--[[
-- multisource lib
-- A multisource is a wrapper on top of a LÖVE source. It allows
-- creating multiple sounds easily. It uses an internal pool of
-- resources.
-- * multisource:play() finds a stopped resource from the pool,
-- or creates a new one, and plays and returns it.
-- * multisouce:cleanup() liberates the memory of old unplayed sources.
]]
local multisource = {}
local MultiSource = {}
local MultiSourceMt = {__index = MultiSource}
function MultiSource:cleanup(older_than)
older_than = older_than or 5
local now = love.timer.getTime()
for instance, lastPlayed in pairs(self.instances) do
local age = now - lastPlayed
if age > older_than and not instance:isPlaying() then
self.instances[instance] = nil
end
end
end
function MultiSource:getStoppedOrNewInstance()
for instance in pairs(self.instances) do
if not instance:isPlaying() then return instance end
end
return self.source:clone()
end
function MultiSource:play()
local instance = self:getStoppedOrNewInstance()
self.instances[instance] = love.timer.getTime()
instance:play()
return instance
end
function MultiSource:stop()
for instance in pairs(self.instances) do
instance:stop()
end
end
function MultiSource:pause()
for instance in pairs(self.instances) do
instance:pause()
end
end
function MultiSource:setLooping(looping)
self.source:setLooping(looping)
end
function MultiSource:resume()
for instance in pairs(self.instances) do
instance:resume()
end
end
function MultiSource:countPlayingInstances()
local count = 0
for instance in pairs(self.instances) do
if instance:isPlaying() then
count = count + 1
end
end
return count
end
function MultiSource:countInstances()
local count = 0
for instance in pairs(self.instances) do
count = count + 1
end
return count
end
----
multisource.new = function(source)
return setmetatable({source = source, instances = {}}, MultiSourceMt)
end
return multisource
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-878
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@@ -1,878 +0,0 @@
--[[
Copyright (c) 2016 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
-- @license MIT
-- @copyright 2015
local tiny = { _VERSION = "scm" }
-- Local versions of standard lua functions
local tinsert = table.insert
local tremove = table.remove
local tsort = table.sort
local setmetatable = setmetatable
local type = type
local select = select
-- Local versions of the library functions
local tiny_manageEntities
local tiny_manageSystems
local tiny_addEntity
local tiny_addSystem
local tiny_add
local tiny_removeEntity
local tiny_removeSystem
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
-- A helper function to compile filters.
local filterJoin
-- A helper function to filters from string
local filterBuildString
do
local loadstring = loadstring or load
local function getchr(c)
return "\\" .. c:byte()
end
local function make_safe(text)
return ("%q"):format(text):gsub('\n', 'n'):gsub("[\128-\255]", getchr)
end
local function filterJoinRaw(prefix, seperator, ...)
local accum = {}
local build = {}
for i = 1, select('#', ...) do
local item = select(i, ...)
if type(item) == 'string' then
accum[#accum + 1] = ("(e[%s] ~= nil)"):format(make_safe(item))
elseif type(item) == 'function' then
build[#build + 1] = ('local subfilter_%d_ = select(%d, ...)'):format(i, i)
accum[#accum + 1] = ('(subfilter_%d_(system, e))'):format(i)
else
error 'Filter token must be a string or a filter function.'
end
end
local source = ('do %s\n return function(system, e) return %s(%s) end end'):format(
table.concat(build, '\n'),
prefix,
table.concat(accum, seperator)
)
local loader, err = loadstring(source)
if err then error(err) end
return loader(...)
end
function filterJoin(...)
local state, value = pcall(filterJoinRaw, ...)
if state then return value else return nil, value end
end
local function buildPart(str)
local accum = {}
local subParts = {}
str = str:gsub('%b()', function(p)
subParts[#subParts + 1] = buildPart(p:sub(2, -2))
return ('\255%d'):format(#subParts)
end)
for invert, part, sep in str:gmatch('(%!?)([^%|%&%!]+)([%|%&%!]?)') do
if part:match('^\255%d+$') then
local partIndex = tonumber(part:match(part:sub(2)))
accum[#accum + 1] = ('%s(%s)'):format(invert == '' and '' or 'not', subParts[partIndex])
else
accum[#accum + 1] = ("(e[%s] %s nil)"):format(make_safe(part), invert == '' and '~=' or '==')
end
if sep ~= '' then
accum[#accum + 1] = (sep == '|' and ' or ' or ' and ')
end
end
return table.concat(accum)
end
function filterBuildString(str)
local source = ("return function(_, e) return %s end"):format(buildPart(str))
local loader, err = loadstring(source)
if err then
error(err)
end
return loader()
end
end
--- Makes a Filter that selects Entities with all specified Components and
-- Filters.
function tiny.requireAll(...)
return filterJoin('', ' and ', ...)
end
--- Makes a Filter that selects Entities with at least one of the specified
-- Components and Filters.
function tiny.requireAny(...)
return filterJoin('', ' or ', ...)
end
--- Makes a Filter that rejects Entities with all specified Components and
-- Filters, and selects all other Entities.
function tiny.rejectAll(...)
return filterJoin('not', ' and ', ...)
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(...)
return filterJoin('not', ' or ', ...)
end
--- Makes a Filter from a string. Syntax of `pattern` is as follows.
--
-- * Tokens are alphanumeric strings including underscores.
-- * Tokens can be separated by |, &, or surrounded by parentheses.
-- * Tokens can be prefixed with !, and are then operated on with a boolean 'not'.
--
-- Examples are best:
-- 'a|b|c' - Matches entities with an 'a' component OR a 'b' component or a 'c' component.
-- 'a&!b&c' - Matches entities with an 'a' component AND NOT a 'b' component AND a 'c' component.
-- 'a|(b&c&d)|e - Matches 'a' OR ('b' AND 'c' AND 'd') OR 'e'
-- @param pattern
function tiny.filter(pattern)
local state, value = pcall(filterBuildString, pattern)
if state then return value else return nil, value 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.
-- * `function system:onAddToWorld(world)` - Called when the System is added
-- to the World, before any entities are added to the system.
-- * `function system:onRemoveFromWorld(world)` - Called when the System is
-- removed from the world, after all Entities are removed 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.
--
-- There is another option to (hopefully) increase performance in systems that have
-- items added to or removed from them often, and have lots of entities in them.
-- Setting the `nocache' field of the system might improve performance. It is still
-- experimental. There are some restriction to systems without caching, however.
-- * There is no `entities` table.
-- * Callbacks such onAdd, onRemove, and onModify will never be called
-- * Noncached systems cannot be sorted (There is no entities list to sort).
--
-- @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" }
-- Checks if a table is a System.
local function isSystem(table)
return table[systemTableKey]
end
-- Update function for all Processing Systems.
local function processingSystemUpdate(system, dt)
local preProcess = system.preProcess
local process = system.process
local postProcess = system.postProcess
if preProcess then
preProcess(system, dt)
end
if process then
if system.nocache then
local entities = system.world.entityList
local filter = system.filter
if filter then
for i = 1, #entities do
local entity = entities[i]
if filter(system, entity) then
process(system, entity, dt)
end
end
end
else
local entities = system.entities
for i = 1, #entities do
process(system, entities[i], dt)
end
end
end
if postProcess then
postProcess(system, dt)
end
end
-- Sorts Systems by a function system.sortDelegate(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
indices[entities[i]] = 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(dt) -- Called before iteration.
-- function system:process(entity, dt) -- Process each entity.
-- function system:postProcess(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. 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
-- Forward declaration
local worldMetaTable
--- Creates 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 = setmetatable({
-- List of Entities to add
entitiesToAdd = {},
-- List of Entities to remove
entitiesToRemove = {},
-- List of Entities to change
entitiesToChange = {},
-- List of Entities to add
systemsToAdd = {},
-- List of Entities to remove
systemsToRemove = {},
-- Set of Entities
entities = {},
-- List of Entities
entityList = {},
-- Number of Entities in World
entityCount = 0,
-- List of Systems
systems = {}
}, worldMetaTable)
tiny_add(ret, ...)
tiny_manageSystems(ret)
tiny_manageEntities(ret)
return ret, ...
end
--- Adds an Entity to the world.
-- Also call this on Entities that have changed Components such that they
-- match different Filters. Returns the Entity.
function tiny.addEntity(world, entity)
if world.entities[entity] then
local e2c = world.entitiesToChange
e2c[#e2c + 1] = entity
else
local e2a = world.entitiesToAdd
e2a[#e2a + 1] = entity
end
return entity
end
tiny_addEntity = tiny.addEntity
--- Adds a System to the world. Returns the System.
function tiny.addSystem(world, system)
assert(system.world == nil, "System already belongs to a World.")
local s2a = world.systemsToAdd
s2a[#s2a + 1] = system
system.world = world
return system
end
tiny_addSystem = tiny.addSystem
--- Shortcut for adding multiple Entities and Systems to the World. Returns all
-- added Entities and Systems.
function tiny.add(world, ...)
for i = 1, select("#", ...) do
local 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. 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. Returns the System.
function tiny.removeSystem(world, system)
assert(system.world == world, "System does not belong to this World.")
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. Returns
-- all removed Systems and Entities
function tiny.remove(world, ...)
for i = 1, select("#", ...) do
local 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
-- Adds and removes Systems that have been marked from the World.
function tiny_manageSystems(world)
local s2a, s2r = world.systemsToAdd, world.systemsToRemove
-- Early exit
if #s2a == 0 and #s2r == 0 then
return
end
world.systemsToAdd = {}
world.systemsToRemove = {}
local worldEntityList = world.entityList
local systems = world.systems
-- Remove Systems
for i = 1, #s2r do
local system = s2r[i]
local index = system.index
local onRemove = system.onRemove
if onRemove and not system.nocache then
local entityList = system.entities
for j = 1, #entityList do
onRemove(system, entityList[j])
end
end
tremove(systems, index)
for j = index, #systems do
systems[j].index = j
end
local onRemoveFromWorld = system.onRemoveFromWorld
if onRemoveFromWorld then
onRemoveFromWorld(system, world)
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
local system = s2a[i]
if systems[system.index or 0] ~= system then
if not system.nocache then
system.entities = {}
system.indices = {}
end
if system.active == nil then
system.active = true
end
system.modified = true
system.world = world
local index = #systems + 1
system.index = index
systems[index] = system
local onAddToWorld = system.onAddToWorld
if onAddToWorld then
onAddToWorld(system, world)
end
-- Try to add Entities
if not system.nocache then
local entityList = system.entities
local entityIndices = system.indices
local onAdd = system.onAdd
local filter = system.filter
if filter then
for j = 1, #worldEntityList do
local entity = worldEntityList[j]
if filter(system, entity) then
local entityIndex = #entityList + 1
entityList[entityIndex] = entity
entityIndices[entity] = entityIndex
if onAdd then
onAdd(system, entity)
end
end
end
end
end
end
s2a[i] = nil
end
end
-- Adds, removes, and changes Entities that have been marked.
function tiny_manageEntities(world)
local e2a = world.entitiesToAdd
local e2r = world.entitiesToRemove
local e2c = world.entitiesToChange
-- Early exit
if #e2a == 0 and #e2r == 0 and #e2c == 0 then
return
end
world.entitiesToChange = {}
world.entitiesToAdd = {}
world.entitiesToRemove = {}
local entities = world.entities
local entityList = world.entityList
local systems = world.systems
local entityCount = world.entityCount
-- Change Entities
for i = 1, #e2c do
local entity = e2c[i]
if entities[entity] then
for j = 1, #systems do
local system = systems[j]
if not system.nocache then
local ses = system.entities
local seis = system.indices
local index = seis[entity]
local filter = system.filter
if filter and filter(system, entity) then
if not index then
system.modified = true
index = #ses + 1
ses[index] = entity
seis[entity] = index
local onAdd = system.onAdd
if onAdd then
onAdd(system, entity)
end
end
elseif index then
system.modified = true
local tmpEntity = ses[#ses]
ses[index] = tmpEntity
seis[tmpEntity] = index
seis[entity] = nil
ses[#ses] = nil
local onRemove = system.onRemove
if onRemove then
onRemove(system, entity)
end
end
end
end
end
e2c[i] = nil
end
-- Remove Entities
for i = 1, #e2r do
local entity = e2r[i]
e2r[i] = nil
local listIndex = entities[entity]
if listIndex then
-- Remove Entity from world state
local lastEntity = entityList[#entityList]
entities[lastEntity] = listIndex
entities[entity] = nil
entityList[listIndex] = lastEntity
entityList[#entityList] = nil
entityCount = entityCount - 1
-- Remove from cached systems
for j = 1, #systems do
local system = systems[j]
if not system.nocache then
local ses = system.entities
local seis = system.indices
local index = seis[entity]
if index then
system.modified = true
local tmpEntity = ses[#ses]
ses[index] = tmpEntity
seis[tmpEntity] = index
seis[entity] = nil
ses[#ses] = nil
local onRemove = system.onRemove
if onRemove then
onRemove(system, entity)
end
end
end
end
end
end
-- Add Entities
for i = 1, #e2a do
local entity = e2a[i]
if not entities[entity] then
local listIndex = #entityList + 1
entities[entity] = listIndex
entityList[listIndex] = entity
entityCount = entityCount + 1
for j = 1, #systems do
local system = systems[j]
if not system.nocache then
local ses = system.entities
local seis = system.indices
local filter = system.filter
if filter and filter(system, entity) then
system.modified = true
local index = #ses + 1
ses[index] = entity
seis[entity] = index
local onAdd = system.onAdd
if onAdd then
onAdd(system, entity)
end
end
end
end
end
e2a[i] = nil
end
-- Update Entity count
world.entityCount = entityCount
end
--- 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)
local systems = world.systems
for i = 1, #systems do
local system = systems[i]
if system.active then
local onModify = system.onModify
if onModify and system.modified then
onModify(system, 0)
end
system.modified = false
end
end
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
-- Iterate through Systems IN ORDER
for i = 1, #systems do
local system = systems[i]
if system.active and ((not filter) or filter(world, system)) then
-- Call the modify callback on Systems that have been modified.
local onModify = system.onModify
if onModify and system.modified then
onModify(system, dt)
end
-- Update Systems that have an update method (most Systems)
local update = system.update
if update then
local 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.
function tiny.clearEntities(world)
local el = world.entityList
for i = 1, #el do
tiny_removeEntity(world, el[i])
end
end
--- Removes all Systems from the World.
function tiny.clearSystems(world)
local systems = world.systems
for i = #systems, 1, -1 do
tiny_removeSystem(world, systems[i])
end
end
--- Gets number of Entities in the World.
function tiny.getEntityCount(world)
return world.entityCount
end
--- Gets number of Systems in World.
function tiny.getSystemCount(world)
return #(world.systems)
end
--- Gets the index of the System in the World.
-- A simpler alternative is `system.index`.
function tiny.getSystemIndex(world, 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. Returns the old system.index.
function tiny.setSystemIndex(world, system, index)
local oldIndex = system.index
local systems = world.systems
if index < 0 then
index = tiny.getSystemCount(world) + 1 + index
end
tremove(systems, oldIndex)
tinsert(systems, index, system)
for i = oldIndex, index, index >= oldIndex and 1 or -1 do
systems[i].index = i
end
return oldIndex
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
},
__tostring = function(self)
return "<tiny-ecs_World>"
end
}
return tiny
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@@ -1,101 +0,0 @@
class = require "lib.30log"
tiny = require "lib.tiny"
gamestate = require "lib.gamestate" -- slightly modified to play nice;y with 30log
local Intro = require "src.states.Intro"
local Level = require "src.states.Level"
local assets = nil
local beholder = require "lib.beholder"
local paused = false
local pauseNextFrame = false
local pauseCanvas = nil
function love.keypressed(k)
beholder.trigger("keypress", k)
end
function love.keyreleased(k)
beholder.trigger("keyrelease", k)
end
function love.load()
love.mouse.setVisible(false)
assets = require "src.assets" -- load assets
gamestate.registerEvents()
gamestate.switch(Intro())
assets.snd_music:play()
assets.snd_music:setLooping(true)
love.resize(love.graphics.getWidth(), love.graphics.getHeight())
end
function love.draw()
if paused then
love.graphics.setColor(0.35, 0.35, 0.35, 1)
love.graphics.draw(pauseCanvas, 0, 0)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(assets.fnt_hud)
love.graphics.printf("Paused - P to Resume", love.graphics.getWidth() * 0.5 - 125, love.graphics.getHeight() * 0.4, 250, "center")
else
local dt = love.timer.getDelta()
if world then
world:update(dt)
end
end
end
function love.update(dt)
local s = gamestate.current()
if s and s.restartOnSpace and love.keyboard.isDown("space") then
local TransitionScreen = require "src.entities.TransitionScreen"
world:add(TransitionScreen(true, Intro()))
end
end
function love.resize(w, h)
pauseCanvas = love.graphics.newCanvas(w, h)
if camera then
camera:setWindow(0, 0, w, h)
end
if paused then
love.graphics.setCanvas(pauseCanvas)
world:update(0)
love.graphics.setCanvas()
end
end
-- quitting
beholder.observe("keypress", "escape", love.event.quit)
-- pausing
beholder.observe("keypress", "p", function()
paused = not paused
if paused then
love.graphics.setCanvas(pauseCanvas)
world:update(0)
love.graphics.setCanvas()
end
end)
-- toggle music
beholder.observe("keypress", "m", function()
local vol = assets.snd_music:getVolume()
if vol == 0 then
assets.snd_music:setVolume(1)
else
assets.snd_music:setVolume(0)
end
end)
-- toggle fullscreen
beholder.observe("keypress", "\\", function()
local fs = love.window.getFullscreen()
if fs then
love.window.setMode(900, 600, {resizable = true})
else
local w, h = love.window.getDesktopDimensions()
love.window.setMode(w, h, {fullscreen = true, })
end
love.resize(love.graphics.getWidth(), love.graphics.getHeight())
end)
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package = "tiny-ecs"
version = "1.0-2"
source = {
url = "git://github.com/bakpakin/tiny-ecs",
tag = "1.0-2"
}
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"
}
}
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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"
}
}
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local tiny = require "tiny"
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
return nx
else
return x
end
end
local entityTemplate1 = {
xform = {x = 0, y = 0},
vel = {x = 1, y = 2},
name = "E1",
size = 11,
description = "It goes to 11.",
spinalTap = true
}
local entityTemplate2 = {
xform = {x = 2, y = 2},
vel = {x = -1, y = 0},
name = "E2",
size = 10,
description = "It does not go to 11.",
onlyTen = true
}
local entityTemplate3 = {
xform = {x = 4, y = 5},
vel = {x = 0, y = 3},
name = "E3",
size = 8,
description = "The smallest entity.",
littleMan = true
}
describe('tiny-ecs:', function()
describe('Filters:', function()
local entity1, entity2, entity3
before_each(function()
entity1 = deep_copy(entityTemplate1)
entity2 = deep_copy(entityTemplate2)
entity3 = deep_copy(entityTemplate3)
end)
it("Default Filters", function()
local ftap = tiny.requireAll("spinalTap")
local fvel = tiny.requireAll("vel")
local fxform = tiny.requireAll("xform")
local fall = tiny.requireOne("spinalTap", "onlyTen", "littleMan")
assert.truthy(fall(nil, entity1))
assert.truthy(ftap(nil, entity1))
assert.falsy(ftap(nil, entity2))
assert.truthy(fxform(nil, entity1))
assert.truthy(fxform(nil, entity2))
assert.truthy(fall(nil, entity1))
assert.truthy(fall(nil, entity2))
assert.truthy(fall(nil, entity3))
end)
end)
describe('World:', function()
local world, entity1, entity2, entity3
local moveSystem = tiny.processingSystem()
moveSystem.filter = tiny.requireAll("xform", "vel")
function moveSystem:process(e, dt)
local xform = e.xform
local vel = e.vel
local x, y = xform.x, xform.y
local xvel, yvel = vel.x, vel.y
xform.x, xform.y = x + xvel * dt, y + yvel * dt
end
local timePassed = 0
local oneTimeSystem = tiny.system()
function oneTimeSystem:update(dt)
timePassed = timePassed + dt
end
before_each(function()
entity1 = deep_copy(entityTemplate1)
entity2 = deep_copy(entityTemplate2)
entity3 = deep_copy(entityTemplate3)
world = tiny.world(moveSystem, oneTimeSystem, entity1, entity2, entity3)
timePassed = 0
end)
it("Create World", function()
assert.equals(world:getEntityCount(), 3)
assert.equals(world:getSystemCount(), 2)
end)
it("Run simple simulation", function()
world:update(1)
assert.equals(timePassed, 1)
assert.equals(entity1.xform.x, 1)
assert.equals(entity1.xform.y, 2)
end)
it("Remove Entities", function()
world:remove(entity1, entity2)
world:update(1)
assert.equals(timePassed, 1)
assert.equals(entity1.xform.x, entityTemplate1.xform.x)
assert.equals(entity2.xform.x, entityTemplate2.xform.x)
assert.equals(entity3.xform.y, 8)
end)
it("Remove Systems", function()
world:remove(moveSystem, oneTimeSystem)
world:update(1)
assert.equals(timePassed, 0)
assert.equals(entity1.xform.x, entityTemplate1.xform.x)
assert.equals(0, world:getSystemCount())
end)
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)
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()
world:clearEntities()
world:update(1)
assert.equals(0, world:getEntityCount())
end)
it("Clear Systems", function()
world:clearSystems()
world:update(1)
assert.equals(0, world:getSystemCount())
end)
it("Add Entities Multiple Times", function()
world:update(1)
world:add(entity1, entity2, entity3)
world:update(2)
assert.equals(2, world:getSystemCount())
assert.equals(3, world:getEntityCount())
end)
it("Remove Entities Multiple Times", function()
world:update(1)
world:remove(entity1, entity2, entity3)
world:update(2)
world:remove(entity1, entity2, entity3)
world:update(2)
assert.equals(2, world:getSystemCount())
assert.equals(0, world:getEntityCount())
end)
it("Add Systems Multiple Times", function()
world:update(1)
world:add(moveSystem, oneTimeSystem)
world:update(2)
assert.equals(2, world:getSystemCount())
assert.equals(3, world:getEntityCount())
end)
it("Remove Systems Multiple Times", function()
world:update(1)
world:remove(moveSystem)
world:update(2)
world:remove(moveSystem)
world:update(2)
assert.equals(1, world:getSystemCount())
assert.equals(3, world:getEntityCount())
end)
it("Reorder Systems", function()
world:update(1)
world:setSystemIndex(moveSystem, 2)
world:update(1)
assert.equals(2, world:getSystemIndex(moveSystem))
assert.equals(1, world:getSystemIndex(oneTimeSystem))
end)
end)
end)
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@@ -1,29 +0,0 @@
local multisource = require "lib.multisource"
local assets = {}
love.graphics.setDefaultFilter("nearest", "nearest")
assets.img_cat = love.graphics.newImage("assets/cat.png")
assets.img_catandcannon = love.graphics.newImage("assets/catandcannon.png")
assets.img_gun = love.graphics.newImage("assets/gun.png")
assets.img_bullet = love.graphics.newImage("assets/bullet.png")
assets.img_explosion = love.graphics.newImage("assets/explosion.png")
assets.img_pig = love.graphics.newImage("assets/pig.png")
assets.img_spawner = love.graphics.newImage("assets/spawner.png")
assets.snd_catjump = multisource.new(love.audio.newSource("assets/catjump.wav", "static"))
assets.snd_cannon = multisource.new(love.audio.newSource("assets/cannon.wav", "static"))
assets.snd_thud = multisource.new(love.audio.newSource("assets/thud.wav", "static"))
assets.snd_meow = multisource.new(love.audio.newSource("assets/meow.ogg", "static"))
assets.snd_oink = multisource.new(love.audio.newSource("assets/oink.ogg", "static"))
assets.snd_yay = multisource.new(love.audio.newSource("assets/yay.wav", "static"))
assets.snd_music = love.audio.newSource("assets/music.ogg", "stream")
assets.fnt_hud = love.graphics.newFont("assets/font.ttf", 48)
assets.fnt_smallhud = love.graphics.newFont("assets/font.ttf", 32)
assets.fnt_reallysmallhud = love.graphics.newFont("assets/font.ttf", 24)
return assets
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@@ -1,41 +0,0 @@
local assets = require "src.assets"
local Explosion = require "src.entities.Explosion"
local Bullet = class("Bullet")
Bullet.speed = 480
Bullet.sprite = assets.img_bullet
function Bullet:init(x, y, direction)
self.pos = {x = x, y = y}
self.vel = {x = self.speed * math.cos(direction), y = self.speed * math.sin(direction)}
self.offset = {x = 4, y = 4}
self.hitbox = {w = 4, h = 4}
self.bullet = true
self.drot = math.random() - 0.5
self.rot = direction
self.isBullet = true
self.isSolid = true
self.gravity = 1300
self.bg = true
end
function Bullet:explode()
world:remove(self)
world:add(Explosion(self.pos.x - 32, self.pos.y - 60))
assets.snd_thud:play()
end
function Bullet:update(dt)
self.rot = self.rot + self.drot * dt * 10
end
function Bullet:onCollision(col)
self:explode()
if col.other.isEnemy and col.other.gotHit then
col.other:gotHit()
end
end
return Bullet
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local assets = require "src.assets"
local anim8 = require "lib.anim8"
local Explosion = class "Explosion"
Explosion.sprite = assets.img_explosion
function Explosion:init(x, y)
self.pos = {x = x, y = y}
self.bg = true
local g = anim8.newGrid(64, 64, assets.img_explosion:getWidth(), assets.img_explosion:getHeight())
self.animation = anim8.newAnimation(g('1-10', 1), 0.05)
self.lifetime = 9 * 0.05
end
return Explosion
-20
View File
@@ -1,20 +0,0 @@
local assets = require "src.assets"
local MainHud = class "MainHud"
function MainHud:drawHud(dt)
local n = self.levelState.totalEnemiesToKill - self.levelState.enemiesKilled
local d = self.levelState.totalEnemiesToKill
love.graphics.setFont(assets.fnt_hud)
love.graphics.printf("Wave " .. self.levelState.wave, 20, 20, 300, "left")
love.graphics.setFont(assets.fnt_smallhud)
love.graphics.printf(n .. "/" .. d .. " Pigs Remaining", 20, 60, 500, "left")
love.graphics.printf("Total Pigs Killed: " .. self.levelState.score, love.graphics.getWidth() - 420, 20, 400, "right")
end
function MainHud:init(levelState)
self.levelState = levelState
self.hudBg = true
end
return MainHud
-59
View File
@@ -1,59 +0,0 @@
local assets = require "src.assets"
local anim8 = require "lib.anim8"
local Explosion = require "src.entities.Explosion"
local gamestate = require "lib.gamestate"
local Pig = class "Pig"
Pig.sprite = assets.img_pig
function Pig:init(x, y, target)
self.pos = {x = x, y = y}
self.vel = {x = 0, y = 0}
self.gravity = 1300
self.isAlive = true
self.isEnemy = true
self.isSolid = true
self.platforming = {
acceleration = 1000,
speed = 60,
jump = 250,
friction = 2000,
direction = 'r'
}
self.ai = {
}
self.hitbox = {w = 30, h = 21}
self.health = 50
self.maxHealth = 50
local g = anim8.newGrid(30, 21, assets.img_pig:getWidth(), assets.img_pig:getHeight())
self.animation_stand = anim8.newAnimation(g('1-1', 1), 0.1)
self.animation_walk = anim8.newAnimation(g('2-5', 1), 0.1)
self.animation = self.animation_stand
self.fg = true
end
function Pig:gotHit()
if self.isAlive then
self.isAlive = nil
self.lifetime = 0.25
self.fadeTime = 0.25
self.alpha = 1
self.ai = nil
self.platforming.moving = false
self.vel.y = -300
self.vel.x = 0
assets.snd_oink:play()
assets.snd_yay:play()
world:add(self)
gamestate.current().score = gamestate.current().score + 1
end
end
return Pig
-82
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@@ -1,82 +0,0 @@
local assets = require "src.assets"
local anim8 = require "lib.anim8"
local Bullet = require "src.entities.Bullet"
local TimerEvent = require "src.entities.TimerEvent"
local ScreenSplash = require "src.entities.ScreenSplash"
local gamestate = require "lib.gamestate"
local Player = class("Player")
function Player:draw(dt)
if self.hasGun then
local p = self.animation.position
local dy = (p ~= 2 and p ~= 3) and 0 or -1
local dx = self.platforming.direction == 'l' and 2 or -2
love.graphics.draw(assets.img_gun, self.pos.x + 16 + dx, self.pos.y + 10 + dy, self.gunAngle - math.pi / 4)
end
end
function Player:onHit()
self.isAlive = nil
self.lifetime = 0.25
self.fadeTime = 0.25
self.alpha = 1
self.ai = nil
self.platforming.moving = false
self.vel.y = -300
self.vel.x = (math.random() - 0.5) * 400
self.controlable = nil
assets.snd_meow:play()
world:add(self)
local n = gamestate.current().score
local message = "You Died."
if n == 0 then message = "You Failed Pretty Hard."
elseif n < 10 then message = "You Killed Some Pigs and They Killed you Back."
elseif n < 30 then message = "That's a lot of Bacon."
elseif n < 100 then message = "You a crazy Pig Killer."
else message = "Pigpocolypse." end
world:add(TimerEvent(1.2, function() world:add(ScreenSplash(0.5, 0.4, message .. " Press Space to Try Again.", 800)) end))
gamestate.current().isSpawning = false
gamestate.current().restartOnSpace = true
end
function Player:onCollision(col)
if self.isAlive and col.other.isEnemy and col.other.isAlive then
self:onHit()
end
end
function Player:init(args)
self.cameraTrack = {xoffset = 16, yoffset = -35}
self.pos = {x = args.x, y = args.y}
self.vel = {x = 0, y = 0}
self.gravity = 1300
self.platforming = {
acceleration = 1000,
speed = 130,
jump = 380,
friction = 2000,
direction = 'r'
}
self.isAlive = true
self.isPlayer = true
self.isSolid = true
self.controlable = true
self.hitbox = {w = 32, h = 32}
self.checkCollisions = true
self.sprite = assets.img_catandcannon
self.fg = true
local g = anim8.newGrid(32, 32, assets.img_cat:getWidth(), assets.img_cat:getHeight())
self.animation_stand = anim8.newAnimation(g('1-1', 1), 0.1)
self.animation_walk = anim8.newAnimation(g('2-5', 1), 0.1)
self.animation = self.animation_stand
self.health = 100
self.maxHealth = 100
self.shotTimer = 0
self.shotInterval = 0.45
self.gunAngle = 2 * math.pi
self.hasGun = true
end
return Player
-30
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@@ -1,30 +0,0 @@
local ScreenSplash = class("Screen Splash")
local assets = require "src.assets"
function ScreenSplash:drawHud()
love.graphics.setFont(self.splash.fnt or assets.fnt_hud)
local align = self.align
local w, h = love.graphics.getWidth() * self.pos.x, love.graphics.getHeight() * self.pos.y
local dx, dy = self.offset.x, self.offset.y
if align == "center" then
dx = dx - self.splash.width / 2
end
if align == "right" then
dx = dx - self.splash.width
end
love.graphics.printf(self.splash.text, w + dx, h + dy, self.splash.width, self.align)
end
function ScreenSplash:init(x, y, text, width, fnt, align, xo, yo)
self.pos = {x = x, y = y}
self.offset = {x = xo or 0, y = yo or 0}
self.hudBg = true
self.align = align or "center"
self.splash = {
text = text,
fnt = fnt,
width = width or 400
}
end
return ScreenSplash
-27
View File
@@ -1,27 +0,0 @@
local assets = require "src.assets"
local Pig = require "src.entities.Pig"
local Spawner = class "Spawner"
Spawner.sprite = assets.img_spawner
function Spawner:init(args)
self.pos = {x = args.x + 32, y = args.y + 32}
self.offset = {x = 32, y = 32}
self.scale = {x = 1, y = 1}
self.rot = 0
self.bg = true
self.isSpawner = true
end
function Spawner:update(dt)
self.rot = self.rot + 2 * dt
local s = math.random() * 0.2 + 0.9
self.scale.x, self.scale.y = s, s
end
function Spawner:spawn()
world:add(Pig(self.pos.x - 15, self.pos.y - 10, nil))
end
return Spawner
-12
View File
@@ -1,12 +0,0 @@
local TimerEvent = class "TimerEvent"
function TimerEvent:init(time, fn)
self.lifetime = time
self.timerCallback = fn
end
function TimerEvent:onLifeover()
self.timerCallback()
end
return TimerEvent
-32
View File
@@ -1,32 +0,0 @@
local gamestate = require "lib.gamestate"
local TransitionScreen = class "TransitionScreen"
TransitionScreen.hudFg = true
-- mode is true for "toblack" or false for "totransparent"
function TransitionScreen:init(mode, newState)
self.lifetime = 0.5
self.newState = newState
if mode then
self.alpha = 0
self.fadeTime = -0.5
else
self.alpha = 1
self.fadeTime = 0.5
end
end
function TransitionScreen:drawHud(dt)
local r1, g1, b1, a = love.graphics.getColor()
love.graphics.setColor(0, 0, 0, self.alpha)
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
love.graphics.setColor(r1, g1, b1, a)
end
function TransitionScreen:onLifeover()
if self.newState then
gamestate.switch(self.newState)
end
end
return TransitionScreen
-52
View File
@@ -1,52 +0,0 @@
local gamestate = require "lib.gamestate"
local Level = require "src.states.Level"
local TimerEvent = require "src.entities.TimerEvent"
local ScreenSplash = require "src.entities.ScreenSplash"
local TransitionScreen = require "src.entities.TransitionScreen"
local Level = require "src.states.Level"
local assets = require "src.assets"
local sti = require("lib.sti")
local gamera = require("lib.gamera")
local Intro = class "Intro"
function Intro:load()
local tileMap = sti.new("assets/intro")
local w, h = tileMap.tilewidth * tileMap.width, tileMap.tileheight * tileMap.height
local camera = gamera.new(0, 0, w, h)
camera:setPosition(600, 600)
camera:setScale(2)
self.time = 0
self.world = tiny.world(
require ("src.systems.DrawBackgroundSystem")(140, 205, 255),
require ("src.systems.FadeSystem")(),
require ("src.systems.LifetimeSystem")(),
require ("src.systems.TileMapRenderSystem")(camera, tileMap),
require ("src.systems.SpriteSystem")(camera, "bg"),
require ("src.systems.SpriteSystem")(camera, "fg"),
require ("src.systems.HudSystem")("hudBg"),
require ("src.systems.HudSystem")("hudFg"),
TransitionScreen(),
ScreenSplash(0.5, 0.2, "Commando Kibbles"),
ScreenSplash(0, 0, "Created by bakpakin for Ludum Dare 32", 300, assets.fnt_reallysmallhud, "left", 20, 20),
ScreenSplash(0.5, 0.36, "Press Space to Start", 500, assets.fnt_smallhud),
ScreenSplash(0.5, 0.45, "Controls:\nMove - WASD\nRotate Cannon - Arrow Keys\nFire - Down\nToggle Fullscreen - \\\nToggle Music - M\nPause - P\nEscape - Quit", 800, assets.fnt_reallysmallhud)
)
_G.world = self.world
_G.camera = camera
end
function Intro:update(dt)
self.time = self.time + dt
if love.keyboard.isDown("space") and self.time > 0.55 then
world:add(TransitionScreen(true, Level("assets/lvl1")))
end
end
function Intro:draw()
end
return Intro
-129
View File
@@ -1,129 +0,0 @@
local sti = require("lib.sti")
local bump = require("lib.bump")
local gamera = require("lib.gamera")
local TimerEvent = require "src.entities.TimerEvent"
local ScreenSplash = require "src.entities.ScreenSplash"
local TransitionScreen = require "src.entities.TransitionScreen"
local Level = class "Level"
local waveTable = {4, 10, 20, 50, 80, 100, 120, 150, 180, 200, 250}
local waveSpawnSpeeds = {1, 1, 1.5, 2, 2, 2.2, 3, 3, 4, 5, 7}
function Level:init(mappath)
self.mappath = mappath
end
function Level:nextWave()
self.wave = self.wave + 1
self.enemiesKilled = 0
self.totalEnemiesToKill = waveTable[self.wave] or math.huge
self.enemiesSpawned = 0
self.spawnInterval = 3 / (waveSpawnSpeeds[self.wave] or 10)
self.isSpawning = true
if self.wave == #waveTable + 1 then
local splash = ScreenSplash(0.5, 0.5, "Kill Them ALL!!")
world:add(TimerEvent(1, function() world:add(splash) end),
TimerEvent(3, function() world:remove(splash) end))
end
end
function Level:load()
local tileMap = sti.new(self.mappath)
local bumpWorld = bump.newWorld(tileMap.tilewidth * 2)
local w, h = tileMap.tilewidth * tileMap.width, tileMap.tileheight * tileMap.height
local camera = gamera.new(0, 0, w, h)
self.wave = 0
self:nextWave()
self.score = 0
self.spawnerCount = 0
self.spawners = {}
self.tileMap = tileMap
self.bumpWorld = bumpWorld
self.camera = camera
self.aiSystem = require ("src.systems.AISystem")()
local r, g, b = tileMap.backgroundcolor[1], tileMap.backgroundcolor[2], tileMap.backgroundcolor[3]
camera:setScale(2)
local world = tiny.world(
require ("src.systems.DrawBackgroundSystem")(r, g, b),
require ("src.systems.UpdateSystem")(),
require ("src.systems.PlayerControlSystem")(),
self.aiSystem,
require ("src.systems.FadeSystem")(),
require ("src.systems.PlatformingSystem")(),
require ("src.systems.BumpPhysicsSystem")(bumpWorld),
require ("src.systems.CameraTrackingSystem")(camera),
require ("src.systems.TileMapRenderSystem")(camera, tileMap),
require ("src.systems.SpriteSystem")(camera, "bg"),
require ("src.systems.SpriteSystem")(camera, "fg"),
require ("src.systems.LifetimeSystem")(),
require ("src.systems.HudSystem")("hudBg"),
require ("src.systems.HudSystem")("hudFg"),
require ("src.systems.WaveSystem")(self),
require ("src.systems.SpawnSystem")(self),
require ("src.entities.MainHud")(self),
TransitionScreen()
)
local player = nil
for lindex, layer in ipairs(tileMap.layers) do
if layer.properties.collidable == "true" then
-- Entire layer
if layer.type == "tilelayer" then
local prefix = layer.properties.oneway == "true" and "o(" or "t("
for y, tiles in ipairs(layer.data) do
for x, tile in pairs(tiles) do
bumpWorld:add(
prefix..layer.name..", "..x..", "..y..")",
x * tileMap.tilewidth + tile.offset.x,
y * tileMap.tileheight + tile.offset.y,
tile.width,
tile.height
)
end
end
elseif layer.type == "imagelayer" then
bumpWorld:add(
layer.name,
layer.x or 0,
layer.y or 0,
layer.width,
layer.height
)
end
end
if layer.type == "objectgroup" then
for _, object in ipairs(layer.objects) do
local ctor = require("src.entities." .. object.type)
local e = ctor(object)
if object.type == "Player" then
player = e
end
world:add(e)
end
tileMap:removeLayer(lindex)
end
end
self.aiSystem.target = player
-- add ends to prevent objects from falling off the edge of the world.
bumpWorld:add("_leftBlock", -16, 0, 16, h)
bumpWorld:add("_rightBlock", w, 0, 16, h)
bumpWorld:add("_topBlock", 0, -16, w, 16)
-- globals
_G.camera = camera
_G.world = world
end
return Level
-26
View File
@@ -1,26 +0,0 @@
local AISystem = tiny.processingSystem(class "AISystem")
function AISystem:init(target)
self.target = target
end
AISystem.filter = tiny.requireAll("ai", "pos", "platforming")
function AISystem:process(e, dt)
if not self.target then
return
end
local targetx = self.target.pos.x
local pos = e.pos
local p = e.platforming
p.moving = self.target.isAlive
if targetx > pos.x then
p.direction = 'r'
end
if targetx < pos.x then
p.direction = 'l'
end
p.jumping = math.random() < 0.5 * dt
end
return AISystem
-105
View File
@@ -1,105 +0,0 @@
local BumpPhysicsSystem = tiny.processingSystem(class "BumpPhysicsSystem")
function BumpPhysicsSystem:init(bumpWorld)
self.bumpWorld = bumpWorld
end
BumpPhysicsSystem.filter = tiny.requireAll("pos", "vel", "hitbox")
local oneWayPrefix = "o"
oneWayPrefix = oneWayPrefix:byte(1)
local function collisionFilter(e1, e2)
if e1.isPlayer then
if e2.isBullet then return nil end
if e2.isEnemy then return 'cross' end
elseif e1.isEnemy then
if e2.isBullet then return nil end
if e2.isEnemy then return nil end
if e2.isPlayer then return 'cross' end
elseif e1.isBullet then
if e2.isPlayer or e2.isBullet then return nil end
end
if e1.isSolid then
if type(e2) == "string" then -- tile collision
if e2:byte(1) == oneWayPrefix then -- one way tile
if e1.isBullet then
return 'onewayplatformTouch'
else
return 'onewayplatform'
end
else
return 'slide'
end
elseif e2.isSolid then
return 'slide'
elseif e2.isBouncy then
return 'bounce'
else
return 'cross'
end
end
return nil
end
function BumpPhysicsSystem:process(e, dt)
local pos = e.pos
local vel = e.vel
local gravity = e.gravity or 0
vel.y = vel.y + gravity * dt
local cols, len
pos.x, pos.y, cols, len = self.bumpWorld:move(e, pos.x + vel.x * dt, pos.y + vel.y * dt, collisionFilter)
e.grounded = false
for i = 1, len do
local col = cols[i]
local collided = true
if col.type == "touch" then
vel.x, vel.y = 0, 0
elseif col.type == "slide" then
if col.normal.x == 0 then
vel.y = 0
if col.normal.y < 0 then
e.grounded = true
end
else
vel.x = 0
end
elseif col.type == "onewayplatform" then
if col.didTouch then
vel.y = 0
e.grounded = true
else
collided = false
end
elseif col.type == "onewayplatformTouch" then
if col.didTouch then
vel.y = 0
e.grounded = true
else
collided = false
end
elseif col.type == "bounce" then
if col.normal.x == 0 then
vel.y = -vel.y
e.grounded = true
else
vel.x = -vel.x
end
end
if e.onCollision and collided then
e:onCollision(col)
end
end
end
function BumpPhysicsSystem:onAdd(e)
local pos = e.pos
local hitbox = e.hitbox
self.bumpWorld:add(e, pos.x, pos.y, hitbox.w, hitbox.h)
end
function BumpPhysicsSystem:onRemove(e)
self.bumpWorld:remove(e)
end
return BumpPhysicsSystem
-27
View File
@@ -1,27 +0,0 @@
local CameraTrackingSystem = tiny.processingSystem(class "CameraTrackingSystem")
CameraTrackingSystem.filter = tiny.requireAll("cameraTrack", "pos")
function CameraTrackingSystem:init(camera)
self.camera = camera
end
local function round(x)
return math.floor(x * 32 + 16) / 32
end
function CameraTrackingSystem:process(e, dt)
local xo, yo = e.cameraTrack.xoffset, e.cameraTrack.yoffset
local x, y = e.pos.x + xo, e.pos.y + yo
local xp, yp = self.camera:getPosition()
local lerp = 0.1
self.camera:setPosition(round(xp + (x - xp) * lerp), round(yp + (y - yp) * lerp))
end
function CameraTrackingSystem:onAdd(e)
local xo, yo = e.cameraTrack.xoffset, e.cameraTrack.yoffset
local x, y = e.pos.x + xo, e.pos.y + yo
self.camera:setPosition(round(x), round(y))
end
return CameraTrackingSystem
-14
View File
@@ -1,14 +0,0 @@
local DrawBackgroundSystem = tiny.system(class "DrawBackgroundSystem")
function DrawBackgroundSystem:init(r, g, b)
self.r, self.g, self.b = (r / 255), (g / 255), (b / 255)
end
function DrawBackgroundSystem:update(dt)
local r1, g1, b1, a = love.graphics.getColor()
love.graphics.setColor(self.r, self.g, self.b, 1)
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
love.graphics.setColor(r1, g1, b1, a)
end
return DrawBackgroundSystem
-9
View File
@@ -1,9 +0,0 @@
local FadeSystem = tiny.processingSystem(class "FadeSystem")
FadeSystem.filter = tiny.requireAll("fadeTime", "alpha")
function FadeSystem:process(e, dt)
e.alpha = math.min(1, math.max(0, e.alpha - dt / e.fadeTime))
end
return FadeSystem
-11
View File
@@ -1,11 +0,0 @@
local HudSystem = tiny.processingSystem(class "HudSystem")
function HudSystem:init(layerFlag)
self.filter = tiny.requireAll("drawHud", layerFlag)
end
function HudSystem:process(e, dt)
e:drawHud(dt)
end
return HudSystem
-15
View File
@@ -1,15 +0,0 @@
local LifetimeSystem = tiny.processingSystem(class "LifetimeSystem")
LifetimeSystem.filter = tiny.requireAll("lifetime")
function LifetimeSystem:process(e, dt)
e.lifetime = e.lifetime - dt
if e.lifetime <= 0 then
if e.onLifeover then
e:onLifeover()
end
world:remove(e)
end
end
return LifetimeSystem
-40
View File
@@ -1,40 +0,0 @@
local assets = require "src.assets"
local PlatformingSystem = tiny.processingSystem(class "PlatformingSystem")
PlatformingSystem.filter = tiny.requireAll("pos", "vel", "platforming")
function PlatformingSystem:process(e, dt)
local pos = e.pos
local vel = e.vel
local platforming = e.platforming
local acceleration = platforming.acceleration
local friction = platforming.friction
local speed = platforming.speed
local direction = platforming.direction
e.flippedH = direction == 'l'
if platforming.moving then
if direction == 'l' then
vel.x = math.max(-speed, vel.x - acceleration * dt)
elseif direction == 'r' then
vel.x = math.min(speed, vel.x + acceleration * dt)
end
elseif e.grounded then
if vel.x > 0 then
vel.x = math.max(0, vel.x - friction * dt)
elseif vel.x < 0 then
vel.x = math.min(0, vel.x + friction * dt)
end
end
if platforming.jumping and e.grounded then
vel.y = -platforming.jump
e.grounded = false
assets.snd_catjump:play()
end
e.animation = platforming.moving and e.animation_walk or e.animation_stand
end
return PlatformingSystem
-50
View File
@@ -1,50 +0,0 @@
local assets = require "src.assets"
local Bullet = require "src.entities.Bullet"
local PlayerControlSystem = tiny.processingSystem(class "PlayerControlSystem")
PlayerControlSystem.filter = tiny.requireAll("controlable")
function PlayerControlSystem:process(e, dt)
local vel = e.vel
local p = e.platforming
local l, r, u = love.keyboard.isDown('a'), love.keyboard.isDown('d'), love.keyboard.isDown('w')
local gl, gr = love.keyboard.isDown('left'), love.keyboard.isDown('right')
local fire = love.keyboard.isDown('down')
e.shotTimer = math.max(0, e.shotTimer - dt)
if l and not r then
p.moving = true
if p.direction == 'r' then
e.gunAngle = math.pi * 3 - e.gunAngle
end
p.direction = 'l'
elseif r and not l then
p.moving = true
if p.direction == 'l' then
e.gunAngle = math.pi * 3 - e.gunAngle
end
p.direction = 'r'
else
p.moving = false
end
p.jumping = u
if gr and not gl then
e.gunAngle = math.min(2 * math.pi, e.gunAngle + 8 * dt)
elseif gl and not gr then
e.gunAngle = math.max(math.pi, e.gunAngle - 8 * dt)
end
if e.hasGun and fire and e.shotTimer == 0 then
local dx = e.platforming.direction == 'l' and 2 or -2
local bullet = Bullet(e.pos.x + 16 + dx, e.pos.y + 9, e.gunAngle)
assets.snd_cannon:play()
world:add(bullet)
e.shotTimer = e.shotInterval
end
end
return PlayerControlSystem
-37
View File
@@ -1,37 +0,0 @@
local TimerEvent = require "src.entities.TimerEvent"
local SpawnSystem = tiny.system(class "SpawnSystem")
SpawnSystem.filter = tiny.requireAll("isSpawner")
function SpawnSystem:init(levelState)
self.levelState = levelState
self.time = 0
end
function SpawnSystem:update(dt)
self.time = self.time + dt
local levelState = self.levelState
if levelState.isSpawning and levelState.enemiesSpawned < levelState.totalEnemiesToKill and self.time >= levelState.spawnInterval then
local choice = math.ceil(math.random() * levelState.spawnerCount)
for spnr in pairs(levelState.spawners) do
choice = choice - 1
if choice == 0 then
spnr:spawn()
end
end
self.time = 0
end
end
function SpawnSystem:onAdd(e)
self.levelState.spawners[e] = true
self.levelState.spawnerCount = self.levelState.spawnerCount + 1
end
function SpawnSystem:onRemove(e)
self.levelState.spawners[e] = false
self.levelState.spawnerCount = self.levelState.spawnerCount - 1
end
return SpawnSystem
-36
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@@ -1,36 +0,0 @@
local SpriteSystem = tiny.processingSystem(class "SpriteSystem")
function SpriteSystem:init(camera, layerFlag)
self.camera = camera
self.filter = tiny.requireAll("sprite", "pos", layerFlag)
end
function SpriteSystem:preProcess(dt)
self.camera:apply()
end
function SpriteSystem:postProcess(dt)
self.camera:remove()
love.graphics.setColor(1, 1, 1, 1)
end
function SpriteSystem:process(e, dt)
local an = e.animation
local alpha = e.alpha or 1
local pos, sprite, scale, rot, offset = e.pos, e.sprite, e.scale, e.rot, e.offset
local sx, sy, r, ox, oy = scale and scale.x or 1, scale and scale.y or 1, rot or 0, offset and offset.x or 0, offset and offset.y or 0
love.graphics.setColor(1, 1, 1, math.max(0, math.min(1, alpha)))
if an then
an.flippedH = e.flippedH or false
an.flippedV = e.flippedV or false
an:update(dt)
an:draw(sprite, pos.x, pos.y, r, sx, sy, ox, oy)
else
love.graphics.draw(sprite, pos.x, pos.y, r, sx, sy, ox, oy)
end
if e.draw then
e:draw(dt)
end
end
return SpriteSystem
-16
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@@ -1,16 +0,0 @@
local TileMapRenderSystem = tiny.system(class "TileMapRenderSystem")
function TileMapRenderSystem:init(camera, tileMap)
self.camera = camera
function self.drawFn(l, t, w, h)
tileMap:update(dt)
tileMap:setDrawRange(-l, -t, w, h)
tileMap:draw()
end
end
function TileMapRenderSystem:update(dt)
self.camera:draw(self.drawFn)
end
return TileMapRenderSystem
-9
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@@ -1,9 +0,0 @@
local UpdateSystem = tiny.processingSystem(class "UpdateSystem")
UpdateSystem.filter = tiny.requireAll("update")
function UpdateSystem:process(e, dt)
e:update(dt)
end
return UpdateSystem
-25
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@@ -1,25 +0,0 @@
local TimerEvent = require "src.entities.TimerEvent"
local WaveSystem = tiny.system(class "WaveSystem")
WaveSystem.filter = tiny.requireAll("isEnemy")
function WaveSystem:init(levelState)
self.levelState = levelState
end
function WaveSystem:onAdd(e)
self.levelState.enemiesSpawned = self.levelState.enemiesSpawned + 1
end
function WaveSystem:onRemove(e)
local levelState = self.levelState
levelState.enemiesKilled = levelState.enemiesKilled + 1
if levelState.enemiesKilled >= levelState.totalEnemiesToKill then
world:add(TimerEvent(1, function()
levelState:nextWave()
end))
end
end
return WaveSystem
+630
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@@ -0,0 +1,630 @@
--[[
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
-- @license MIT
-- @copyright 2015
local tiny = { _VERSION = "1.1-1" }
-- 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 versions of the library functions
local tiny_manageEntities
local tiny_manageSystems
local tiny_addEntity
local tiny_addSystem
local tiny_add
local tiny_removeEntity
local tiny_removeSystem
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.requireAll` and `tiny.requireOne` are immutable
-- and can be used by multiple Systems.
--
-- local f1 = tiny.requireAll("position", "velocity", "size")
-- local f2 = tiny.requireOne("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
--
-- @section Filter
--- 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
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 false
end
elseif e[c] == nil then
return false
end
end
return true
end
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.requireOne(...)
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 true
end
elseif e[c] ~= nil then
return true
end
end
return false
end
end
--- System functions.
-- A System is a wrapper around function callbacks for manipulating Entities.
-- @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.
local function isSystem(table)
return table[systemTableKey]
end
--- Creates a System. Systems are 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)`
-- * `function system:onAdd(entity)`
-- * `function system:onRemove(entity)`
-- * `function system:onModify(dt)`
--
-- For Filters, it is conveient to use `tiny.requireAll` or `tiny.requireOne`,
-- but one can write their own filters as well. Set the Filter of your System
-- like so:
-- system.filter = tiny.requireAll("a", "b", "c")
-- or
-- function system:filter(entity)
-- return entity.myRequiredComponentName ~= nil
-- end
--
-- @param table A table to be used as a System, or `nil` to create a new System.
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
local preProcess = system.preProcess
local process = system.process
local postProcess = system.postProcess
local entity
if preProcess then
preProcess(system, dt)
end
if process then
local len = #entities
for i = 1, len do
entity = entities[i]
process(system, entity, dt)
end
end
if postProcess then
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)`
-- * `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.
-- @see system
function tiny.processingSystem(table)
table = table or {}
table[systemTableKey] = true
table.update = processingSystemUpdate
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
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.
-- @see system
-- @see processingSystem
function tiny.sortedSystem(table)
table = table or {}
table[systemTableKey] = true
table.update = processingSystemUpdate
table.onModify = sortedSystemOnModify
table.sort = sortedSystemOnModify
return table
end
--- World functions.
-- A World is a container that manages Entities and Systems. Typically, a
-- program uses one World at a time.
--
-- 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).`
-- @section World
local worldMetaTable = { __index = tiny }
--- 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
entitiesToAdd = {},
-- List of Entities to remove
entitiesToRemove = {},
-- List of Entities to add
systemsToAdd = {},
-- List of Entities to remove
systemsToRemove = {},
-- Set of Entities
entities = {},
-- 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 = {}
}
tiny_add(ret, ...)
tiny_manageSystems(ret)
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
if world.entities[entity] then
tiny_removeEntity(world, entity)
end
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
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 args = {...}
for _, obj in ipairs(args) do
if isSystem(obj) then
tiny_addSystem(world, obj)
else -- Assume obj is an Entity
tiny_addEntity(world, obj)
end
end
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
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
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 args = {...}
for _, obj in ipairs(args) do
if isSystem(obj) then
tiny_removeSystem(world, obj)
else -- Assume obj is an Entity
tiny_removeEntity(world, obj)
end
end
end
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
if #s2a == 0 and #s2r == 0 then
return
end
local systemIndices = world.systemIndices
local entities = world.entities
local systems = world.systems
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
onRemove = system.onRemove
if onRemove then
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]] = j
end
end
s2r[i] = nil
end
-- Add Systems
for i = 1, #s2a do
system = s2a[i]
if not systemIndices[system] then
entityList = {}
entityIndices = {}
system.entities = entityList
system.indices = entityIndices
system.active = true
system.modified = true
index = #systems + 1
systemIndices[system] = index
systems[index] = system
-- Try to add Entities
onAdd = system.onAdd
filter = system.filter
if filter then
for entity in pairs(entities) do
if filter(system, entity) then
entityIndex = #entityList + 1
entityList[entityIndex] = entity
entityIndices[entity] = entityIndex
if onAdd then
onAdd(system, entity)
end
end
end
end
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
if #e2a == 0 and #e2r == 0 then
return
end
local entities = world.entities
local systems = world.systems
local entityCount = world.entityCount
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
for j = 1, #systems do
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)
end
end
end
end
e2r[i] = nil
end
-- Add Entities
for i = 1, #e2a do
entity = e2a[i]
if not entities[entity] then
entities[entity] = true
for j = 1, #systems do
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)
end
end
end
end
e2a[i] = nil
end
-- 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)
tiny_manageSystems(world)
tiny_manageEntities(world)
local systems = world.systems
local system, update, onModify, entities
-- Iterate through Systems IN ORDER
for i = 1, #systems do
system = systems[i]
if system.active 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
update(system, dt)
end
system.modified = false
end
end
end
--- Removes all Entities from the World.
-- @param world
function tiny.clearEntities(world)
for e in pairs(world.entities) do
tiny_removeEntity(world, e)
end
end
--- Removes all Systems from the World.
-- @param world
function tiny.clearSystems(world)
local systems = world.systems
for i = #systems, 1, -1 do
tiny_removeSystem(world, systems[i])
end
end
--- Gets count of Entities in World.
-- @param world
function tiny.getEntityCount(world)
return world.entityCount
end
--- Gets count of Systems in World.
-- @param 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
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
function tiny.setSystemIndex(world, system, index)
local systemIndices = world.systemIndices
local oldIndex = systemIndices[system]
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
end
end
return tiny