baku 0.2.4 → 0.2.5
Sign up to get free protection for your applications and to get access to all the features.
- checksums.yaml +4 -4
- data/CHANGELOG.md +4 -0
- data/README.md +3 -77
- data/lib/baku/entity.rb +4 -0
- data/lib/baku/version.rb +1 -1
- metadata +2 -2
checksums.yaml
CHANGED
@@ -1,7 +1,7 @@
|
|
1
1
|
---
|
2
2
|
SHA1:
|
3
|
-
metadata.gz:
|
4
|
-
data.tar.gz:
|
3
|
+
metadata.gz: 4635f01f25cbff83a5aa0938436ed437a367c91f
|
4
|
+
data.tar.gz: 98cbe6bac2f0ff44d30379d31835e9aa1b5517e1
|
5
5
|
SHA512:
|
6
|
-
metadata.gz:
|
7
|
-
data.tar.gz:
|
6
|
+
metadata.gz: 2d44df506415840612bd94bbe97a97b97578f675f07140148cb23bf10843d99cb2d26272865b2ec457de12790c98936daae4482f6496a117e4de876719bf4ec9
|
7
|
+
data.tar.gz: 71e863d553c62ea6685cbb7f66e4e1a96bd7084568cd6d422c623165ff81ea63a68d07492fa66b49afd4e80578bf957b2834ee81e7c7c449e8cbf39a9c716634
|
data/CHANGELOG.md
CHANGED
data/README.md
CHANGED
@@ -1,16 +1,10 @@
|
|
1
1
|
# Baku
|
2
2
|
|
3
|
-
Baku provides a simple Entity Component System framework for use with Ruby game
|
4
|
-
engines. It has been tested with [Gosu](https://www.libgosu.org/ruby.html), but
|
5
|
-
should be flexible enough to work with any Ruby project that has a game loop.
|
3
|
+
Baku provides a simple Entity Component System framework for use with Ruby game engines. It has been tested with [Gosu](https://www.libgosu.org/ruby.html), but should be flexible enough to work with any Ruby project that has a game loop.
|
6
4
|
|
7
|
-
Baku is still very much a work in progress. There are undoubtedly bugs. I will
|
8
|
-
be continually iterating and improving on it as I use it for my personal game
|
9
|
-
development projects. Enjoy!
|
5
|
+
Baku is still very much a work in progress. There are undoubtedly bugs. I will be continually iterating and improving on it as I use it for my personal game development projects. Enjoy!
|
10
6
|
|
11
|
-
|
12
|
-
|
13
|
-
The [Quick Start Guide](https://github.com/jtuttle/baku/wiki/Quick-Start-Guide) will walk you through setting up a basic project with Gosu and Baku.
|
7
|
+
The [Baku wiki](https://github.com/jtuttle/baku/wiki) includes a [quick start guide](https://github.com/jtuttle/baku/wiki/quick-start-guide) if you're already familiar with the ECS approach. If not, there is also a descriptive [tutorial](https://github.com/jtuttle/baku/wiki/tutorial) that will cover ECS concepts while walking you through setting up Gosu with Baku.
|
14
8
|
|
15
9
|
## Installation
|
16
10
|
|
@@ -28,74 +22,6 @@ Or install it yourself as:
|
|
28
22
|
|
29
23
|
$ gem install baku
|
30
24
|
|
31
|
-
## Usage
|
32
|
-
|
33
|
-
Create components by overriding `Baku::Component` and calling `super()`. The
|
34
|
-
example component below simple stores the x and y coordinates of an entity in
|
35
|
-
a 2D space.
|
36
|
-
|
37
|
-
```
|
38
|
-
class TransformComponent < Baku::Component
|
39
|
-
attr_accessor :x, :y
|
40
|
-
|
41
|
-
def initialize(x, y)
|
42
|
-
super()
|
43
|
-
|
44
|
-
@x = x
|
45
|
-
@y = y
|
46
|
-
end
|
47
|
-
end
|
48
|
-
```
|
49
|
-
|
50
|
-
Create systems by overriding `Baku::System` and calling `super()` to specify the
|
51
|
-
components that an entity must possess in order for it to be processed by the
|
52
|
-
system. The example system below will only operate on entities that possess both
|
53
|
-
a `TransformComponent` and a `VelocityComponent`. You will also need to specify
|
54
|
-
whether the system will be run during the `:update` or `:draw` loop.
|
55
|
-
|
56
|
-
```
|
57
|
-
class MovementSystem < Baku::System
|
58
|
-
def initialize
|
59
|
-
super([TransformComponent, VelocityComponent], :update)
|
60
|
-
end
|
61
|
-
|
62
|
-
def process_entity(entity, transform, velocity)
|
63
|
-
transform.x += velocity.x
|
64
|
-
transform.y += velocity.y
|
65
|
-
end
|
66
|
-
end
|
67
|
-
```
|
68
|
-
|
69
|
-
In your game initialization logic, create a `Baku::World` instance and register
|
70
|
-
any systems you want to use. In the below example, we register our example
|
71
|
-
system from above and create an entity that will be processed by the system:
|
72
|
-
|
73
|
-
```
|
74
|
-
def game_initialization
|
75
|
-
@world = Baku::World.new
|
76
|
-
@world.add_system(MovementSystem.new)
|
77
|
-
|
78
|
-
entity = @world.create_entity
|
79
|
-
entity.add_component(TransformComponent)
|
80
|
-
entity.add_component(VelocityComponent)
|
81
|
-
end
|
82
|
-
```
|
83
|
-
|
84
|
-
In your game `update` and `draw` loops, call the `Baku::World` instance's
|
85
|
-
`update` and `draw` methods. You'll want to keep track of the millseconds
|
86
|
-
between frames and pass that to the `update` method if you're planning to
|
87
|
-
use the entity component system for anything that needs it.
|
88
|
-
|
89
|
-
```
|
90
|
-
def game_update_loop
|
91
|
-
@world.update(delta_ms)
|
92
|
-
end
|
93
|
-
|
94
|
-
def game_draw_loop
|
95
|
-
@world.draw
|
96
|
-
end
|
97
|
-
```
|
98
|
-
|
99
25
|
## Development
|
100
26
|
|
101
27
|
After checking out the repo, run `bin/setup` to install dependencies. Then, run
|
data/lib/baku/entity.rb
CHANGED
@@ -34,6 +34,10 @@ module Baku
|
|
34
34
|
|
35
35
|
dispatch_event(:component_removed, self, @components[component_class])
|
36
36
|
end
|
37
|
+
|
38
|
+
def has_component?(component_class)
|
39
|
+
@components.has_key?(component_class)
|
40
|
+
end
|
37
41
|
|
38
42
|
def get_component(component_class)
|
39
43
|
@components[component_class]
|
data/lib/baku/version.rb
CHANGED
metadata
CHANGED
@@ -1,14 +1,14 @@
|
|
1
1
|
--- !ruby/object:Gem::Specification
|
2
2
|
name: baku
|
3
3
|
version: !ruby/object:Gem::Version
|
4
|
-
version: 0.2.
|
4
|
+
version: 0.2.5
|
5
5
|
platform: ruby
|
6
6
|
authors:
|
7
7
|
- John Tuttle
|
8
8
|
autorequire:
|
9
9
|
bindir: exe
|
10
10
|
cert_chain: []
|
11
|
-
date: 2017-
|
11
|
+
date: 2017-11-26 00:00:00.000000000 Z
|
12
12
|
dependencies:
|
13
13
|
- !ruby/object:Gem::Dependency
|
14
14
|
name: bundler
|