diff options
| author | _Tradam <[email protected]> | 2021-12-30 07:36:01 -0500 |
|---|---|---|
| committer | GitHub <[email protected]> | 2021-12-30 07:36:01 -0500 |
| commit | daea6c2d2aa595abff590e73d7b34e338df705cf (patch) | |
| tree | b82c99051b378c18ad4a8af98292681869dfa5a7 /lib | |
| parent | 03d9234c16714e0c0963d9f52b819ff1948d9c45 (diff) | |
| download | FelECS-daea6c2d2aa595abff590e73d7b34e338df705cf.tar.gz FelECS-daea6c2d2aa595abff590e73d7b34e338df705cf.zip | |
Major 4.0 Update (#14)
Check the changelog
Diffstat (limited to 'lib')
| -rw-r--r-- | lib/felflame.rb | 18 | ||||
| -rw-r--r-- | lib/felflame/component_manager.rb | 128 | ||||
| -rw-r--r-- | lib/felflame/entity_manager.rb | 99 | ||||
| -rw-r--r-- | lib/felflame/scene_manager.rb | 4 | ||||
| -rw-r--r-- | lib/felflame/stage_manager.rb | 4 | ||||
| -rw-r--r-- | lib/felflame/system_manager.rb | 2 |
6 files changed, 136 insertions, 119 deletions
diff --git a/lib/felflame.rb b/lib/felflame.rb index cf58990..54084bf 100644 --- a/lib/felflame.rb +++ b/lib/felflame.rb @@ -4,10 +4,10 @@ require_relative 'felflame/system_manager' require_relative 'felflame/scene_manager' require_relative 'felflame/stage_manager' -require_relative "felflame/version" +require_relative 'felflame/version' # The FelFlame namespace where all its functionality resides under. -class FelFlame +module FelFlame class <<self # :nocov: @@ -18,26 +18,26 @@ class FelFlame # :nocov: end - # Creates and manages Entities. Allows accessing Entities using their {FelFlame::Entities#id ID}. Entities are just collections of Components. + # Creates and manages Entities. Allows iterating or accessing Entities using array methods directly on the class. Entities are just collections of Components. class Entities; end - # Creates component managers and allows accessing them them under the {FelFlame::Components} namespace as Constants + # Creates component managers and allows accessing them them under the {FelFlame::Components} namespace as Constants. # # To see how component managers are used please look at the {FelFlame::ComponentManager} documentation. - class Components; end + module Components; end - # Creates an manages Systems. Systems are the logic of the game and do not contain any data within them. + # Creates an 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 {FelFlame::Systems} namespace as Constants. # # TODO: Improve Systems overview class Systems; end - # Creates and manages Scenes. Scenes are collections of Systems, and execute all the Systems when called upon. + # 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 {FelFlame::Scenes} namespace as Constants. # # TODO: Improve Scenes overview class Scenes; end - # Stores Scenes 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. - class Stage; end + # 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. + module Stage; end end # An alias for {FelFlame} diff --git a/lib/felflame/component_manager.rb b/lib/felflame/component_manager.rb index 43932d2..ca5be89 100644 --- a/lib/felflame/component_manager.rb +++ b/lib/felflame/component_manager.rb @@ -1,8 +1,7 @@ -class FelFlame - class Components +module FelFlame + module Components @component_map = [] class <<self - include Enumerable # Creates a new {FelFlame::ComponentManager component manager}. # # @example @@ -46,10 +45,26 @@ class FelFlame FelFlame::Components.const_get(component_name) end - # Iterate over all existing component managers. You also call other enumerable methods instead of each, such as +each_with_index+ or +select+ - # @return [Enumerator] - def each(&block) - constants.each(&block) + # Makes component module behave like an array of component + # managers with additional methods for managing the array + # @!visibility private + def respond_to_missing?(method, *) + if constants.respond_to? method + true + else + super + end + end + + # Makes component module behave like arrays with additional + # methods for managing the array + # @!visibility private + def method_missing(method, *args, **kwargs, &block) + if constants.respond_to? method + constants.send(method, *args, **kwargs, &block) + else + super + end end end end @@ -58,16 +73,6 @@ class FelFlame # When a Component is created from a Component Manager that has accessors given to it, you can set or get the values of those accessors using standard ruby message sending (e.g [email protected] = 5+), or by using the {#attrs} and {#update_attrs} methods instead. class ComponentManager - # Holds the {id unique ID} of a component. The {id ID} is only unique within the scope of the component manager it was created from. - # @return [Integer] - attr_reader :id - - # A seperate attr_writer was made for documentation readability reasons. - # Yard will list attr_reader is readonly which is my intention. - # This value needs to be changable as it is set by other functions. - # @!visibility private - attr_writer :id - # Allows overwriting the storage of triggers, such as for clearing. # This method should generally only need to be used internally and # not by a game developer. @@ -104,25 +109,43 @@ class FelFlame def initialize(**attrs) # Prepare the object # (this is a function created with metaprogramming - # in FelFlame::Components + # in FelFlame::Components) set_defaults - # Generate ID - new_id = self.class.data.find_index { |i| i.nil? } - new_id = self.class.data.size if new_id.nil? - @id = new_id - # Fill params attrs.each do |key, value| send "#{key}=", value end # Save Component - self.class.data[new_id] = self + self.class.push self end class <<self + # Makes component managers behave like arrays with additional + # methods for managing the array + # @!visibility private + def respond_to_missing?(method, *) + if self._data.respond_to? method + true + else + super + end + end + + # Makes component managers behave like arrays with additional + # methods for managing the array + # @!visibility private + def method_missing(method, *args, **kwargs, &block) + if self._data.respond_to? method + self._data.send(method, *args, **kwargs, &block) + else + super + end + end + + # Allows overwriting the storage of triggers, such as for clearing. # This method should generally only need to be used internally and # not by a game developer. @@ -155,41 +178,28 @@ class FelFlame # @return [Array<Component>] Array of all Components that belong to a given component manager # @!visibility private - def data + def _data @data ||= [] end - - # Gets a Component from the given {id unique ID}. Usage is simular to how an Array lookup works. - # - # @example - # # this gets the 'Health' Component with ID 7 - # FelFlame::Components::Health[7] - # @param component_id [Integer] - # @return [Component] Returns the Component that uses the given unique {id ID}, nil if there is no Component associated with the given {id ID} - def [](component_id) - data[component_id] - end - - # Iterates over all components within the component manager. - # Special Enumerable methods like +map+ or +each_with_index+ are not implemented - # @return [Enumerator] - def each(&block) - data.compact.each(&block) - end - end - - # An alias for the {id ID Reader} - # @return [Integer] - def to_i - id end - # A list of entity ids that are linked to the component - # @return [Array<Integer>] + # Entities that have this component + # @return [Array<Component>] def entities @entities ||= [] end + # A single entity. Use this if you expect the component to only belong to one entity and you want to access it. + # @return [Component] + def entity + if entities.empty? + Warning.warn("This component belongs to NO entities but you called the method that is intended for components belonging to a single entity.\nYou may have a bug in your logic.") + elsif entities.length > 1 + Warning.warn("This component belongs to MANY entities but you called the method that is intended for components belonging to a single entity.\nYou may have a bug in your logic.") + end + entities.first + end + # Update attribute values using a hash or keywords. # @return [Hash<Symbol, Value>] Hash of updated attributes def update_attrs(**opts) @@ -206,25 +216,19 @@ class FelFlame systems_to_execute |= attr_triggers[attr] unless attr_triggers[attr].nil? - systems_to_execute.sort_by(&:priority).reverse.each(&:call) + systems_to_execute.sort_by(&:priority).reverse_each(&:call) true end - - # Removes this component from the list and purges all references to this Component from other Entities, as well as its {id ID} and data. + # Removes this component from the list and purges all references to this Component from other Entities, as well as its data. # @return [Boolean] +true+. def delete addition_triggers.each do |system| system.clear_triggers component_or_manager: self end - # This needs to be cloned because indices get deleted as - # the remove command is called, breaking the loop if it - # wasn't referencing a clone(will get Nil errors) - iter = entities.map(&:clone) - iter.each do |entity| - #FelFlame::Entities[entity_id].remove self #unless FelFlame::Entities[entity_id].nil? + entities.reverse_each do |entity| entity.remove self end - self.class.data[id] = nil + self.class._data.delete self instance_variables.each do |var| instance_variable_set(var, nil) end @@ -232,7 +236,7 @@ class FelFlame end # @return [Hash<Symbol, Value>] A hash, where all the keys are attributes linked to their respective values. - def attrs + def to_h return_hash = instance_variables.each_with_object({}) do |key, final| final[key.to_s.delete_prefix('@').to_sym] = instance_variable_get(key) end diff --git a/lib/felflame/entity_manager.rb b/lib/felflame/entity_manager.rb index a05ef93..9489f29 100644 --- a/lib/felflame/entity_manager.rb +++ b/lib/felflame/entity_manager.rb @@ -1,53 +1,59 @@ -class FelFlame +module FelFlame class Entities - # Holds the unique ID of this entity - # @return [Integer] - attr_reader :id - - # A seperate attr_writer was made for documentation readability reasons. - # Yard will list attr_reader is readonly which is my intention. - # This value needs to be changable as it is set by other functions. - # @!visibility private - attr_writer :id # Creating a new Entity # @param components [Components] Can be any number of components, identical duplicates will be automatically purged however different components from the same component manager are allowed. # @return [Entity] def initialize(*components) - # Assign new unique ID - new_id = self.class.data.find_index(&:nil?) - new_id = self.class.data.size if new_id.nil? - self.id = new_id - # Add each component add(*components) - self.class.data[id] = self + # Fancy method redirection for when the `component` method is called + @component_redirect = Object.new + @component_redirect.instance_variable_set(:@entity, self) + @component_redirect.define_singleton_method(:[]) do |component_manager| + instance_variable_get(:@entity).component(component_manager) + end + + self.class._data.push self end - # A hash that uses component manager constant names as keys, and where the values of those keys are arrays that contain the {FelFlame::ComponentManager#id IDs} of the components attached to this entity. + # A hash that uses component manager constant names as keys, and where the values of those keys are arrays that contain the the components attached to this entity. # @return [Hash<Component_Manager, Array<Integer>>] def components @components ||= {} end - # An alias for the {#id ID reader} - # @return [Integer] - def to_i - id + # A single component from a component manager. Use this if you expect the component to only belong to one entity and you want to access it. Access the component using either parameter notation or array notation. + # @example + # @entity.component[@component_manager] # array notation + # @entity.component(@component_manager) # method notation + # @param manager [ComponentManager] If you pass nil you can then use array notation to access the same value. + # @return [Component] + def component(manager = nil) + if manager.nil? + @component_redirect + else + if components[manager].nil? + raise "This entity(#{self}) doesnt have any components of this type: #{manager}" + elsif components[manager].length > 1 + Warning.warn("This entity has MANY of this component but you called the method that is intended for having a single of this component type.\nYou may have a bug in your logic.") + end + components[manager].first + end end - # Removes this Entity from the list and purges all references to this Entity from other Components, as well as its {id ID} and data. + + # Removes this Entity from the list and purges all references to this Entity from other Components, as well as its data. # @return [Boolean] +true+ def delete components.each do |component_manager, component_array| - component_array.each do |component| + component_array.reverse_each do |component| component.entities.delete(self) end end - FelFlame::Entities.data[id] = nil + FelFlame::Entities._data.delete self @components = {} - @id = nil true end @@ -89,6 +95,9 @@ class FelFlame check_systems component, :removal_triggers if component.entities.include? self component.entities.delete self components[component.class].delete component + if components[component.class].empty? + components.delete component.class + end end true end @@ -99,29 +108,33 @@ class FelFlame #def to_json() end class <<self - include Enumerable - # @return [Array<Entity>] Array of all Entities that exist + # Makes component managers behave like arrays with additional + # methods for managing the array # @!visibility private - def data - @data ||= [] + def respond_to_missing?(method, *) + if self._data.respond_to? method + true + else + super + end end - # Gets an Entity from the given {id unique ID}. Usage is simular to how an Array lookup works - # - # @example - # # This gets the Entity with ID 7 - # FelFlame::Entities[7] - # @param entity_id [Integer] - # @return [Entity] returns the Entity that uses the given unique ID, nil if there is no Entity associated with the given ID - def [](entity_id) - data[entity_id] + # Makes component managers behave like arrays with additional + # methods for managing the array + # @!visibility private + def method_missing(method, *args, **kwargs, &block) + if self._data.respond_to? method + self._data.send(method, *args, **kwargs, &block) + else + super + end end - # Iterates over all entities. The data is compacted so that means index does not correlate to ID. - # You also call other enumerable methods instead of each, such as +each_with_index+ or +select+ - # @return [Enumerator] - def each(&block) - data.compact.each(&block) + + # @return [Array<Entity>] Array of all Entities that exist + # @!visibility private + def _data + @data ||= [] end # Creates a new entity using the data from a JSON string diff --git a/lib/felflame/scene_manager.rb b/lib/felflame/scene_manager.rb index 36ecedb..a9d3ac7 100644 --- a/lib/felflame/scene_manager.rb +++ b/lib/felflame/scene_manager.rb @@ -1,4 +1,4 @@ -class FelFlame +module FelFlame class Scenes # The Constant name assigned to this Scene attr_reader :const_name @@ -38,7 +38,7 @@ class FelFlame true end - # Removes any number of SystemS from this Scene + # Removes any number of Systems from this Scene # @return [Boolean] +true+ def remove(*systems_to_remove) self.systems -= systems_to_remove diff --git a/lib/felflame/stage_manager.rb b/lib/felflame/stage_manager.rb index 2939bd0..05b5c19 100644 --- a/lib/felflame/stage_manager.rb +++ b/lib/felflame/stage_manager.rb @@ -1,5 +1,5 @@ -class FelFlame - class Stage +module FelFlame + module Stage class <<self # Allows clearing of scenes and systems. # Used internally by FelFlame and shouldn't need to be ever used by developers diff --git a/lib/felflame/system_manager.rb b/lib/felflame/system_manager.rb index ac5b9c3..d936e8e 100644 --- a/lib/felflame/system_manager.rb +++ b/lib/felflame/system_manager.rb @@ -1,4 +1,4 @@ -class FelFlame +module FelFlame class Systems # How early this System should be executed in a list of Systems attr_accessor :priority |
