felecs 5.0.0
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- checksums.yaml +7 -0
- data/.byebug_history +20 -0
- data/.gitignore +17 -0
- data/.inch.yml +11 -0
- data/.rspec +1 -0
- data/.rubocop.yml +13 -0
- data/.ruby-version +1 -0
- data/CHANGELOG.mdown +80 -0
- data/Gemfile +10 -0
- data/Gemfile.lock +87 -0
- data/LICENSE +21 -0
- data/README.mdown +465 -0
- data/Rakefile +66 -0
- data/bin/console +15 -0
- data/bin/setup +8 -0
- data/docs/CNAME +1 -0
- data/docs/FelECS/ComponentManager.html +1239 -0
- data/docs/FelECS/Components.html +337 -0
- data/docs/FelECS/Entities.html +792 -0
- data/docs/FelECS/Order.html +251 -0
- data/docs/FelECS/Scenes.html +765 -0
- data/docs/FelECS/Stage.html +572 -0
- data/docs/FelECS/Systems.html +1505 -0
- data/docs/FelECS.html +335 -0
- data/docs/FelFlame/ComponentManager.html +1239 -0
- data/docs/FelFlame/Components.html +333 -0
- data/docs/FelFlame/Entities.html +792 -0
- data/docs/FelFlame/Helper/ComponentManager.html +1627 -0
- data/docs/FelFlame/Helper.html +142 -0
- data/docs/FelFlame/Order.html +251 -0
- data/docs/FelFlame/Scenes.html +765 -0
- data/docs/FelFlame/Stage.html +572 -0
- data/docs/FelFlame/Systems.html +1505 -0
- data/docs/FelFlame.html +319 -0
- data/docs/Felflame_.html +143 -0
- data/docs/_index.html +188 -0
- data/docs/class_list.html +51 -0
- data/docs/css/common.css +1 -0
- data/docs/css/full_list.css +58 -0
- data/docs/css/style.css +497 -0
- data/docs/file.README.html +560 -0
- data/docs/file.version.html +74 -0
- data/docs/file_list.html +56 -0
- data/docs/frames.html +17 -0
- data/docs/index.html +560 -0
- data/docs/js/app.js +314 -0
- data/docs/js/full_list.js +216 -0
- data/docs/js/jquery.js +4 -0
- data/docs/method_list.html +419 -0
- data/docs/top-level-namespace.html +137 -0
- data/felecs.gemspec +45 -0
- data/lib/felecs/component_manager.rb +279 -0
- data/lib/felecs/entity_manager.rb +160 -0
- data/lib/felecs/order.rb +24 -0
- data/lib/felecs/scene_manager.rb +69 -0
- data/lib/felecs/stage_manager.rb +47 -0
- data/lib/felecs/system_manager.rb +258 -0
- data/lib/felecs/version.rb +9 -0
- data/lib/felecs.rb +67 -0
- data/mrbgem/mrbgem.rake +4 -0
- data/mrbgem/mrblib/felecs.rb +913 -0
- metadata +229 -0
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# frozen_string_literal: true
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module FelECS
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class Systems
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# How early this System should be executed in a list of Systems
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attr_accessor :priority
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# The Constant name assigned to this System
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# Allows overwriting the storage of triggers, such as for clearing.
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# This method should generally only need to be used internally and
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# not by a game developer.
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# @!visibility private
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attr_writer :addition_triggers, :removal_triggers, :attr_triggers
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# Stores all the scenes this system is a part of.
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attr_writer :scenes
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def scenes
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@scenes ||= []
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end
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def priority=(priority)
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@priority = priority
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scenes.each do |scene|
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scene.systems = scene.systems.sort_by(&:priority)
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end
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end
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# Stores references to components or their managers that trigger
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# this component when a component or component from that manager
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# is added to an entity.
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# Do not edit this hash as it is managed by FelECS automatically.
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# @return [Array<Component>]
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def addition_triggers
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@addition_triggers ||= []
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end
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# Stores references to components or their managers that trigger
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# this component when a component or component from that manager
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# is removed from an entity.
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# Do not edit this hash as it is managed by FelECS automatically.
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# @return [Array<Component>]
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def removal_triggers
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@removal_triggers ||= []
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end
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# Stores references to systems that should be triggered when an
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# attribute from this manager is changed
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# Do not edit this hash as it is managed by FelECS automatically.
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# @return [Hash<Symbol, Array<Symbol>>]
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def attr_triggers
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@attr_triggers ||= {}
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end
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class << self
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# Stores the systems in {FelECS::Components}. This
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# is needed because calling `FelECS::Components.constants`
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# will not let you iterate over the value of the constants
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# but will instead give you an array of symbols. This caches
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# the convertion of those symbols to the actual value of the
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# constants
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def const_cache
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@const_cache || update_const_cache
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end
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# Updates the array that stores the constants.
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# Used internally by FelECS
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# @!visibility private
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def update_const_cache
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@const_cache = constants.map do |constant|
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const_get constant
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end
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end
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# Forwards undefined methods to the array of constants
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# if the array can handle the request. Otherwise tells
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# the programmer their code errored
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# @!visibility private
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def respond_to_missing?(method, *)
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if const_cache.respond_to? method
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true
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else
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super
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end
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end
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# Makes system module behave like arrays with additional
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# methods for managing the array
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# @!visibility private
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def method_missing(method, *args, **kwargs, &block)
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if const_cache.respond_to? method
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const_cache.send(method, *args, **kwargs, &block)
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else
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super
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end
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end
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end
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# Creates a new System which can be accessed as a constant under the namespace {FelECS::Systems}.
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# The name given is what constant the system is assigned to
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#
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# @example
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# FelECS::Systems.new('PassiveHeal', priority: -2) do
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# FelECS::Components::Health.each do |component|
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# component.hp += 5
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# end
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# end
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# # Give it a low priority so other systems such as a
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# # Poison system would kill the player first
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#
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# @param name [String] The name this system will use. Needs to to be in the Ruby Constant format.
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# @param priority [Integer] Which priority order this system should be executed in relative to other systems. Higher means executed earlier.
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# @param block [Proc] The code you wish to be executed when the system is triggered. Can be defined by using a +do end+ block or using +{ }+ braces.
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def initialize(name, priority: 0, &block)
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FelECS::Systems.const_set(name, self)
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FelECS::Systems.update_const_cache
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@priority = priority
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@block = block
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@scenes = []
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end
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# Manually execute the system a single time
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def call
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@block.call
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end
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# Redefine what code is executed by this System when it is called upon.
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# @param block [Proc] The code you wish to be executed when the system is triggered. Can be defined by using a +do end+ block or using +{ }+ braces.
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def redefine(&block)
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@block = block
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end
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# Removes triggers from this system. This function is fairly flexible so it can accept a few different inputs
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# For addition and removal triggers, you can optionally pass in a component, or a manager to clear specifically
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# the relevant triggers for that one component or manager. If you do not pass a component or manager then it will
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# clear triggers for all components and managers.
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# For attr_triggers
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# @example
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# # To clear all triggers that execute this system when a component is added:
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# FelECS::Systems::ExampleSystem.clear_triggers :addition_triggers
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# # Same as above but for when a component is removed instead
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# FelECS::Systems::ExampleSystem.clear_triggers :removal_triggers
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# # Same as above but for when a component has a certain attribute changed
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# FelECS::Systems::ExampleSystem.clear_triggers :attr_triggers
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#
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# # Clear a trigger from a specific component
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# FelECS::Systems::ExampleSystem.clear_triggers :addition_triggers, FelECS::Component::ExampleComponent[0]
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# # Clear a trigger from a specific component manager
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# FelECS::Systems::ExampleSystem.clear_triggers :addition_triggers, FelECS::Component::ExampleComponent
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#
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# # Clear the trigger that executes a system when the ':example_attr' is changes
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# FelECS::Systems::ExampleSystem.clear_triggers :attr_triggers, :example_attr
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# @param trigger_types [:Symbols] One or more of the following trigger types: +:addition_triggers+, +:removal_triggers+, or +:attr_triggers+. If attr_triggers is used then you may pass attributes you wish to be cleared as symbols in this parameter as well
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# @param component_or_manager [Component or ComponentManager] The object to clear triggers from. Use Nil to clear triggers from all components associated with this system.
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# @return [Boolean] +true+
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def clear_triggers(*trigger_types, component_or_manager: nil)
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trigger_types = %i[addition_triggers removal_triggers attr_triggers] if trigger_types.empty?
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if trigger_types.include? :attr_triggers
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if (trigger_types - %i[addition_triggers
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removal_triggers
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attr_triggers]).empty?
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if component_or_manager.nil?
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# remove all attrs
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attr_triggers.each do |cmp_or_mgr, attrs|
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attrs.each do |attr|
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next if cmp_or_mgr.attr_triggers[attr].nil?
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cmp_or_mgr.attr_triggers[attr].delete self
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end
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self.attr_triggers = {}
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end
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else
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# remove attrs relevant to comp_or_man
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unless attr_triggers[component_or_manager].nil?
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attr_triggers[component_or_manager].each do |attr|
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component_or_manager.attr_triggers[attr].delete self
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end
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attr_triggers[component_or_manager] = []
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end
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end
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elsif component_or_manager.nil?
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+
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(trigger_types - %i[addition_triggers removal_triggers attr_triggers]).each do |attr|
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# remove attr
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attr_triggers.each do |cmp_or_mgr, _attrs|
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cmp_or_mgr.attr_triggers[attr].delete self
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end
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end
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attr_triggers.delete(trigger_types - %i[addition_triggers
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removal_triggers
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attr_triggers])
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else
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# remove attr from component_or_manager
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(trigger_types - %i[addition_triggers removal_triggers attr_triggers]).each do |attr|
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next if component_or_manager.attr_triggers[attr].nil?
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component_or_manager.attr_triggers[attr].delete self
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end
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attr_triggers[component_or_manager] -= trigger_types unless attr_triggers[component_or_manager].nil?
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+
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end
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end
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(trigger_types & %i[removal_triggers addition_triggers] - [:attr_triggers]).each do |trigger_type|
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if component_or_manager.nil?
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# remove all removal triggers
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send(trigger_type).each do |trigger|
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trigger.send(trigger_type).delete self
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end
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send("#{trigger_type}=", [])
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else
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# remove removal trigger relevant to comp/man
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send(trigger_type).delete component_or_manager
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component_or_manager.send(trigger_type).delete self
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end
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end
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true
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end
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# Add a component or component manager so that it triggers this system when the component or a component from the component manager is added to an entity
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# @param component_or_manager [Component or ComponentManager] The component or component manager to trigger this system when added
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# @return [Boolean] +true+
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def trigger_when_added(component_or_manager)
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self.addition_triggers |= [component_or_manager]
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component_or_manager.addition_triggers |= [self]
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true
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end
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# Add a component or component manager so that it triggers this system when the component or a component from the component manager is removed from an entity
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# @param component_or_manager [Component or ComponentManager] The component or component manager to trigger this system when removed
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# @return [Boolean] +true+
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def trigger_when_removed(component_or_manager)
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self.removal_triggers |= [component_or_manager]
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component_or_manager.removal_triggers |= [self]
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true
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end
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+
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# Add a component or component manager so that it triggers this system when a component's attribute is changed.
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# @return [Boolean] +true+
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def trigger_when_is_changed(component_or_manager, attr)
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if component_or_manager.attr_triggers[attr].nil?
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component_or_manager.attr_triggers[attr] = [self]
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else
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component_or_manager.attr_triggers[attr] |= [self]
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end
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if attr_triggers[component_or_manager].nil?
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attr_triggers[component_or_manager] = [attr]
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else
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attr_triggers[component_or_manager] |= [attr]
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end
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true
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end
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end
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end
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data/lib/felecs.rb
ADDED
@@ -0,0 +1,67 @@
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# frozen_string_literal: true
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require_relative 'felecs/entity_manager'
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require_relative 'felecs/component_manager'
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require_relative 'felecs/system_manager'
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require_relative 'felecs/scene_manager'
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require_relative 'felecs/stage_manager'
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require_relative 'felecs/order'
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require_relative 'felecs/version'
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# The FelECS namespace where all its functionality resides under.
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module FelECS
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class << self
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# :nocov:
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# An alias for {FelECS::Stage.call}. It executes a single frame in the game.
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def call
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FelECS::Stage.call
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end
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# :nocov:
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end
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# Creates and manages Entities. Entities are just collections of Components.
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# You can use array methods directly on this class to access Entities.
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class Entities; end
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# Creates component managers and allows accessing them them under the {FelECS::Components} namespace as Constants.
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# You can use array methods directly on this class to access Component Managers.
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#
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# To see how component managers are used please look at the {FelECS::ComponentManager} documentation.
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module Components; end
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# Creates and manages Systems. Systems are the logic of the game and do not contain any data within them. Any systems you create are accessable under the {FelECS::Systems} namespace as Constants.
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# You can use array methods directly on this class to access Systems.
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class Systems; end
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# Creates and manages Scenes. Scenes are collections of Systems, and execute all the Systems when called upon. Any scenes you create are accessable under the {FelECS::Scenes} namespace as Constants.
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class Scenes; end
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# Stores Scenes you add to it which you want to execute on each frame. When called upon will execute all Systems in the Scenes in the Stage and will execute them according to their priority order.
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module Stage; end
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# Sets the priority of a list of Systems or Scenes for you in the order you pass them to this class.
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module Order; end
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end
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# An alias for {FelECS}
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FECS = FelECS
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# An alias for {FelECS::Entities}
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FECS::Ent = FelECS::Entities
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# An alias for {FelECS::Components}
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|
+
FECS::Cmp = FelECS::Components
|
56
|
+
|
57
|
+
# An alias for {FelECS::Systems}
|
58
|
+
FECS::Sys = FelECS::Systems
|
59
|
+
|
60
|
+
# An alias for {FelECS::Scenes}
|
61
|
+
FECS::Scn = FelECS::Scenes
|
62
|
+
|
63
|
+
# An alias for {FelECS::Stage}
|
64
|
+
FECS::Stg = FelECS::Stage
|
65
|
+
|
66
|
+
# An alias for {FelECS::
|
67
|
+
FECS::Odr = FelECS::Order
|
data/mrbgem/mrbgem.rake
ADDED