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+ File: README
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+ &mdash; Documentation by YARD 0.9.26
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+ <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] # =&gt; unique entity id</p>
+
+<p>@entity.add @component
[email protected] # =&gt; [: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 # =&gt; returns values for sys to setup
+FF::Cmp::Health.removed # =&gt; returns values for sys to setup
+FF::Cmp::Health.is_set(‘var’) # =&gt; 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 # =&gt; [id_1, id_7, etc]
+FF::Scn::Scene1.systems # =&gt; [:Render, :Damage, etc]
+FF::Scn::Scene1.dump # =&gt; [: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 # =&gt; [:Scene1, :Scene2, etc]
+FF::Stg.dump # =&gt; [:Scene1, :Scene2, etc]
+FF::Stg.load @stage_dump
+FF::Stg.clear
+</code></p>
+
+<h3 id="felflame">FelFlame</h3>
+<p><code>ruby
+FF.dump # =&gt; 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 =&gt; 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 # =&gt; [id_1, id_7, etc]
+FF::Scn::Scene1.get_systems # =&gt; [: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 # =&gt; [: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 12:12:44 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