diff options
| author | realtradam <[email protected]> | 2021-06-10 12:15:05 -0400 |
|---|---|---|
| committer | realtradam <[email protected]> | 2021-06-10 12:15:05 -0400 |
| commit | 3a960438c1cfd2211e6cc78095e67c7387e8480b (patch) | |
| tree | 6b5b45f55e3c08143dd29ea30e41ad1e613ea7e6 /doc/file.README.html | |
| parent | 61b6b4f8e524eb93e56e5dbe62f2387ed39970e9 (diff) | |
| download | FelECS-3a960438c1cfd2211e6cc78095e67c7387e8480b.tar.gz FelECS-3a960438c1cfd2211e6cc78095e67c7387e8480b.zip | |
changed docs location
Diffstat (limited to 'doc/file.README.html')
| -rw-r--r-- | doc/file.README.html | 359 |
1 files changed, 0 insertions, 359 deletions
diff --git a/doc/file.README.html b/doc/file.README.html deleted file mode 100644 index f9d58fe..0000000 --- a/doc/file.README.html +++ /dev/null @@ -1,359 +0,0 @@ -<!DOCTYPE html> -<html> - <head> - <meta charset="UTF-8"> -<meta name="viewport" content="width=device-width, initial-scale=1.0"> -<title> - File: README - - — Documentation by YARD 0.9.26 - -</title> - - <link rel="stylesheet" href="css/style.css" type="text/css" /> - - <link rel="stylesheet" href="css/common.css" type="text/css" /> - -<script type="text/javascript"> - pathId = "README"; - relpath = ''; -</script> - - - <script type="text/javascript" charset="utf-8" src="js/jquery.js"></script> - - <script type="text/javascript" charset="utf-8" src="js/app.js"></script> - - - </head> - <body> - <div class="nav_wrap"> - <iframe id="nav" src="file_list.html?1"></iframe> - <div id="resizer"></div> - </div> - - <div id="main" tabindex="-1"> - <div id="header"> - <div id="menu"> - - <a href="_index.html">Index</a> » - <span class="title">File: README</span> - -</div> - - <div id="search"> - - <a class="full_list_link" id="class_list_link" - href="class_list.html"> - - <svg width="24" height="24"> - <rect x="0" y="4" width="24" height="4" rx="1" ry="1"></rect> - <rect x="0" y="12" width="24" height="4" rx="1" ry="1"></rect> - <rect x="0" y="20" width="24" height="4" rx="1" ry="1"></rect> - </svg> - </a> - -</div> - <div class="clear"></div> - </div> - - <div id="content"><div id='filecontents'> -<p><img src="https://filestorage.catgirls.rodeo/images/felflame-logo-full.png" alt="FelFlame" /></p> - -<p><a href="https://codeclimate.com/github/realtradam/FelFlame/maintainability"><img src="https://api.codeclimate.com/v1/badges/56d425d9078e98efb74b/maintainability" alt="Maintainability" /></a> -<a href="https://codeclimate.com/github/realtradam/FelFlame/test_coverage"><img src="https://api.codeclimate.com/v1/badges/56d425d9078e98efb74b/test_coverage" alt="Test Coverage" /></a> -<a href=""><img src="https://img.shields.io/badge/Documentation-100%25-br" alt="Documentation Coverage" /></a></p> - -<h1 id="what-is-this">What is this?</h1> - -<p>This is a Ruby ECS Framework for developing games. It is still a work in progress in the early stages, is not fit for use, and does not work. -It is designed to be platform agnostic, this means it should be able to work by plugging it into any ruby game engine/library/toolkit with minimal modifications.</p> - -<p>I wanted a reusable framework so I could quickly and effectively develop games. I also want it to be more complete, as opposed to barebones or boilerplate. -I plan to eventually add functionality outside of just ECS such as loading tilesets, a camera system, etc. that are built into the framework to work seamlessly.</p> - -<h1 id="what-is-currently-implemented">What is currently implemented?</h1> - -<p>Entities and Components are mostly implemented, with only a few non-critical functions missing.</p> - -<p>Systems, Scenes, and the Stage still needs to be implemented</p> - -<h1 id="specification">Specification</h1> - -<p>Below are the specifications I have imagined for this framework and have been written out. They are subject to change as FelFlame is developed and used.</p> - -<h2 id="aliases">Aliases:</h2> -<p><code>ruby -FF = FelFlame -FF::Ent = FelFlame::Entities -FF::Cmp = FelFlame::Components -FF::Sys = FelFlame::Systems -FF::Sce = FelFlame::Scenes -FF::Stg = FelFlame::Stage -</code> -## Classes:</p> - -<h3 id="ffentities">FF::Entities</h3> -<p>```ruby -FF::Ent.new(@component1, @component2) -@entity = FF::Ent.get(entity_id) -FF::Ent.delete(entity_id) [email protected] # => unique entity id</p> - -<p>@entity.add @component [email protected] @component [email protected] # => [:id, :scenes, :components] -FF::Ent.load @entity_dump -```</p> - -<h3 id="ffcomponents">FF::Components</h3> -<p>```ruby -FF::Cmp.new(‘Name’, ‘param1’, param2: ‘default’) -FF::Cmp::Name.new(param1: value1) -@component = FF::Cmp::Name.get(component_id) -FF::Cmp::Name.get_by_entity(entity_id) # gets array of components [email protected](param2: ‘not default’) [email protected] = ‘different not default’ -FF::Cmp::Name.detach(entity_id: ent_id, component_id: cmp_id) -FF::Cmp::Name.remove_entity(entity_id) # Removes entity from any components -FF::Cmp::Name.delete_component(component_id) # deletes component and removes from all relevant entities [email protected] # returns hash of all variables!(and the id) -FF::Cmp::Name.load @component_dump</p> - -<p>FF::Cmp::Health.added # => returns values for sys to setup -FF::Cmp::Health.removed # => returns values for sys to setup -FF::Cmp::Health.is_set(‘var’) # => returns values for sys to setup -```</p> - -<h3 id="ffsystems">FF::Systems</h3> -<p><code>ruby -FF::Sys.new(name: 'Render', position: 5, frame: 1) do - @component.each do - # functionality - end -end -FF::Sys::Render.trigger_when FF::Cmp::Health.added -FF::Sys::Render.trigger_when FF::Cmp::Health.removed -FF::Sys::Render.trigger_when FF::Cmp::Health.is_set('var') -</code></p> - -<h3 id="ffscenes">FF::Scenes</h3> -<p><code>ruby -FF::Scn.new(name: 'Scene1', position: 1) -FF::Scn::Scene1.add @entity -FF::Scn::Scene1.add FF::Sys::Render -FF::Scn::Scene1.entities # => [id_1, id_7, etc] -FF::Scn::Scene1.systems # => [:Render, :Damage, etc] -FF::Scn::Scene1.dump # => [:name, :entities, :systems] -FF::Scn::Scene1.load @scene_dump -</code></p> - -<h3 id="ffstage">FF::Stage</h3> -<p><code>ruby -FF::Stg.add FF::Scn::Scene1 -FF::Stg.remove FF::Scn::Scene1 -FF::Stg.scene # => [:Scene1, :Scene2, etc] -FF::Stg.dump # => [:Scene1, :Scene2, etc] -FF::Stg.load @stage_dump -FF::Stg.clear -</code></p> - -<h3 id="felflame">FelFlame</h3> -<p><code>ruby -FF.dump # => all data -FF.load @felflame_dump -</code> -— -<img src="https://filestorage.catgirls.rodeo/images/whitespace.png" alt="blank" /><br /> -<img src="https://filestorage.catgirls.rodeo/images/whitespace.png" alt="blank" /><br /> -<img src="https://filestorage.catgirls.rodeo/images/whitespace.png" alt="blank" /><br /> -— -# Ramblings: -Was my originally written up specs. Rewrote it as what is written above to be more clear. -The below are more verbose but not as helpful for me for implementation. Once the framework is -complete I will use a more verbose explanation as below to help users of the framework.</p> - -<hr /> - -<p>Creating Entities:</p> - -<p>```ruby -# Plain: -@my_entity = FF:Ent.new</p> - -<h1 id="with-components">With components:</h1> -<p>FF::Ent.new(FF::Cmp::Position.new(var1: ‘val’, var3: ‘change_default’), - FF::Cmp::Health.new(hp: 20), - FF::Cmp::Poison.new(dps: 3), - FF::Cmp::Poison.new(dps: 2), # This entity has 2 of the same component in it! - FF::Cmp::Selection.get(component_id)) # Components can belong to multiple entities, this component already existed elsewhere! -```</p> - -<p>Adding and Removing Components from Entities: -```ruby -@my_entity = FF::Ent.get(entity_id)</p> - -<p>@my_entity.remove(component_id) -# Remove the specific component with that id</p> - -<p>@my_entity.remove(FF::Cmp::Poison) -# Removes all components of that type</p> - -<p>@my_entity.add(FF::Cmp::Selection.new) -# Adds a new Component -```</p> - -<p>Creating Component Class:</p> - -<p><code>ruby -# Creating a component 'factory': -FF::Cmp.new('Name', 'var1', 'var2', var3: 'default') # Name, *no_default, **with_default -</code></p> - -<p>And then using those components: -<code>ruby -@new_cmp = FF::Cmp::Name.new(var1: 'oke') # var3 will be 'default', var2 will be nil -@new_cmp.var2 = 3 # now var2 is set -@new_cmp.set(var1: 'nope', var3: 'different') # var1 and var3 are now changed! -@new_cmp.to_hash # returns the hash of all variables! -</code></p> - -<p>Referencing Components: -<code>ruby -FF::Cmp::Name.get(component_id) # gets component by their unique id -FF::Cmp::Name.get_by_entity(entity_id) # gets component that is attached to the entitry -# will return array of components if there is multiple of same component -# if it returns array, see the `dump` section. Need to add custom method to the array -</code></p> - -<p>Creating Systems: -<code>ruby -FF::Sys.new(name: 'Render', position: 5, frame: 1) do -# position is the order in which systems get executed, can be overlapping but then order is unexpected between same positions -# frame is on which frame the system will be called. 0 is never, 1 is on each frame, 2 is every other frame, etc - FF::Cmp::Position.each do - #render your sprite - end -end -</code></p> - -<p>Enabling Systems: -```ruby -# By default systems are not enabled. You need to add them to a scene -FF::Scn::Scene1.add FF::Sys::Render</p> - -<h1 id="they-can-also-be-disabled-by-removing-them">They can also be disabled by removing them</h1> -<p>FF::Scn::Scene1.remove FF::Sys::Render -```</p> - -<p>Custom Hooks: -```ruby -# Systems can be configured to be called whenever a certain component is added, removed or set -FF::Sys::Damage.trigger_when FF::Cmp::Health.added -FF::Sys::Revive.trigger_when FF::Cmp::Health.removed -FF::Sys::Healup.trigger_when FF::Cmp::Health.is_set</p> - -<h1 id="systems-can-also-be-manually-called-so-you-can-code-custom-hooks">Systems can also be manually called so you can code custom hooks!</h1> -<p>FF::Sys::Restore.run -```</p> - -<p>Scenes contain Entities and Systems -```ruby -FF::Scn.new(name: ‘Scene1’, position: 1) -# Multiple scenes could be ran at once, if they do then they will run according -# to their positions as explained above</p> - -<p>FF::Scn::Scene1.add FF::Entity.get(entity_id) -# You can also just pass the id on its own => FF::Scn::Scene1.add entity_id -FF::Scn::Scene1.add FF::Entity.new</p> - -<p>FF::Scn::Scene1.add FF::Sys::Render -```</p> - -<p>To List Systems and Enties -<code>ruby -FF::Scn::Scene1.get_entities # => [id_1, id_7, etc] -FF::Scn::Scene1.get_systems # => [:Render, :Damage, etc] -</code></p> - -<p>To run a Scene it must be added to the Stage -<code>ruby -FF::Stg.add FF::Scn::Scene1 -</code></p> - -<p>Or remove it: -<code>ruby -FF::Stg.remove FF::Scn::Scene1 -</code></p> - -<p>Show all Scenes on the Stage: -<code>ruby -FF::Stg.scenes # => [:Scene1, :Scene2, etc] -</code></p> - -<p>Remove all Scenes from the Stage: -<code>ruby -FF::Stg.clear -</code></p> - -<p>You can save the current game state: -<code>ruby -@json_save_data = FF.dump -</code></p> - -<p>You can also specifically choose what you want to save: -```ruby -@hash_entity = FF::Ent.get(entity_id).dump -# to save all components related to a player</p> - -<p>@hash_component_single = FF::Cmp::Health.get(component_id).dump -# save all data in the single component(needs to handle arrays of components)</p> - -<p>@hash_component = FF::Cmp::Health.dump -# save all components of a certain component type</p> - -<p>@hash_components_all = FF::Cmp.dump -# save all components</p> - -<p>@hash_scene = FF::Scn::Scene1.dump -# save all entities, components, and activated systems in a given scene -```</p> - -<p>And then they can be loaded back in: -<code>ruby -FF::Ent.load(@hash_entity) -FF::Cmp::Health.load(@hash_component) -FF::Cmp.load(@hash_component) -FF::Cmp.load(@hash_components_all) -FF::Scn.load(@Hash_scene) -</code></p> - -<h3 id="to-do-listold">To Do List(old)</h3> - -<hr /> - -<ul> - <li>[ ] Some level of hierarchical support?</li> - <li>[ ] One Component to many entities.</li> - <li>[ ] Multiple of same component to one entity</li> - <li>[ ] State Machine?</li> - <li>[ ] Systems execute code on an event - <ul> - <li>[ ] Adding/removing/setting component is event</li> - <li>[ ] Frame is an event</li> - </ul> - </li> - <li>[ ] System Execution Order</li> - <li>[ ] Save Dump/Load</li> -</ul> -</div></div> - - <div id="footer"> - Generated on Thu Jun 10 12:03:05 2021 by - <a href="http://yardoc.org" title="Yay! A Ruby Documentation Tool" target="_parent">yard</a> - 0.9.26 (ruby-2.7.2). -</div> - - </div> - </body> -</html>
\ No newline at end of file |
