From daea6c2d2aa595abff590e73d7b34e338df705cf Mon Sep 17 00:00:00 2001
From: _Tradam
Entities are essentially "objects" in the game world. To create a new Entity we do the following:
-@entity = FelFlame::Entities.new
+@entity = FelFlame::Entities.new
or if we want to add (any number of)components to it:
-@entity = FelFlame::Entites.new(
- FelFlame::Components::Health.new,
+@entity = FelFlame::Entites.new(
+ FelFlame::Components::Health.new,
@component,
- FelFlame::Components::Armour[7]
+ FelFlame::Components::Armour[7]
)
@@ -213,7 +213,7 @@ ECS stands for Entity, Component, and System.
Once components are created we can access them using their ID like so:
-@entity = FelFlame::Entities[2]
+@entity = FelFlame::Entities[2]
Get ID
@@ -253,7 +253,7 @@ entity where a new entity will claim that ID. To get the ID of an Entity:
Components are where all the data is stored. The data is stored in variables or accessors in each component.
These accessors and their defaults are configured when a component manager is created, like so:
-@component_manager = FelFlame::Components.new('Stats', :armour, hp: 100)
+@component_manager = FelFlame::Components.new('Stats', :armour, hp: 100)
In this example we created a component manager called "Stats".
@@ -267,12 +267,12 @@ When defining attributes symbols should be used.
Now that we have a component manager we can make components from it like so:
-@component = FelFlame::Components::Stats.new
+@component = FelFlame::Components::Stats.new
Or we can even change the defaults:
-@component = FelFlame::Components::Stats.new(armour: 'steel')
+@component = FelFlame::Components::Stats.new(armour: 'steel')
Accessing and Getting ID
@@ -281,7 +281,7 @@ When defining attributes symbols should be used.
These IDs are only unique within the scope of their respective Component Managers.
Here is how we can get the ID, as well as how to access a Component from its Component Manager.
-@component = FelFlame::Components::Stats[2]
+@component = FelFlame::Components::Stats[2]
@component.id # => 2
@@ -309,7 +309,7 @@ Here are the ways to edit attrubutes, followed by the ways to read them.
When you make Systems you will want to be able to iterate over all Components of the same Component Manager(for example iterating over all sprites to render them). Here is how we do that:
-FelFlame::Components::Sprites.each do |component|
+FelFlame::Components::Sprites.each do |component|
#do something with components
end
@@ -327,14 +327,14 @@ Here are the ways to edit attrubutes, followed by the ways to read them.
We can create Systems like so:
-FelFlame::Systems.new('Render', priority: 2) do
+FelFlame::Systems.new('Render', priority: 2) do
# Code and Logic
end
The name we assign is how we can access the System, like so:
-FelFlame::Systems::Render
+FelFlame::Systems::Render
Priority determines the order Systems should be executed, this is used for Scenes and the Stage.
@@ -343,8 +343,8 @@ E.g priority 1 will go first, priority 2 will go second, etcetera.
Often we will want to execute some logic on each Component in a given Component Manager so our code might look like this:
-FelFlame::Systems.new('Render', priority: 2) do
- FelFlame::Components::Sprites.each do |component|
+FelFlame::Systems.new('Render', priority: 2) do
+ FelFlame::Components::Sprites.each do |component|
# do something with these components
end
end
@@ -354,7 +354,7 @@ E.g priority 1 will go first, priority 2 will go second, etcetera.
After we create a System, it won't do anything on its own until we tell it to. Here is how:
-FelFlame::Systems::Render.call
+FelFlame::Systems::Render.call
Sometimes you might want to manually activate a System, but the more common way to have Systems be triggered is to use Scenes and the Stage or the alternative ways of execution.
@@ -364,25 +364,25 @@ E.g priority 1 will go first, priority 2 will go second, etcetera.
Sometimes you want a System to automatically trigger when a special even happens. FelFlame can keep track of when a Component is added, removed, or when an attribute is changed and then execute Systems linked to these events. Here is how to create these links:
# When this Component is added to an Entity, this System will be called
-FelFlame::Systems::PassiveRegen.trigger_when_added(@component)
+FelFlame::Systems::PassiveRegen.trigger_when_added(@component)
# When this Component is removed from an Entity, this System will be called
-FelFlame::Systems::PassiveRegen.trigger_when_removed(@component)
+FelFlame::Systems::PassiveRegen.trigger_when_removed(@component)
# When this Component's health attribute is changed, this System will be called
-FelFlame::Systems::PassiveRegen.trigger_when_is_set(@component, :health)
+FelFlame::Systems::PassiveRegen.trigger_when_is_set(@component, :health)
If we want these triggers to happen for all Components that belong to specific Component Manager then we can do that instead:
# When a Component from this Component Manager is added to an Entity, this System will be called
-FelFlame::Systems::PassiveRegen.trigger_when_added(@component_manager)
+FelFlame::Systems::PassiveRegen.trigger_when_added(@component_manager)
# When a Component from this Component Manager is removed from an Entity, this System will be called
-FelFlame::Systems::PassiveRegen.trigger_when_removed(@component_manager)
+FelFlame::Systems::PassiveRegen.trigger_when_removed(@component_manager)
# When this Component's health attribute from this Component Manager is changed, this System will be called
-FelFlame::Systems::PassiveRegen.trigger_when_is_set(@component_manager, :health)
+FelFlame::Systems::PassiveRegen.trigger_when_is_set(@component_manager, :health)
We can create any number of these links between Systems, Components, and Component Manangers as we like, simply call the method again with our other Components and Component Managers
@@ -392,41 +392,41 @@ E.g priority 1 will go first, priority 2 will go second, etcetera.
If we wish to remove these links that we created, we can do that using the follwing function in any of the following ways:
# clears ALL triggers with this system
-FelFlame::Systems::PassiveRegen.clear_triggers
+FelFlame::Systems::PassiveRegen.clear_triggers
# clears ALL triggers with this Component Manager
-FelFlame::Systems::PassiveRegen.clear_triggers(@component)
+FelFlame::Systems::PassiveRegen.clear_triggers(@component)
# clear the 'trigger_when_added' for this Component
-FelFlame::Systems::PassiveRegen.clear_triggers(@component, :added)
+FelFlame::Systems::PassiveRegen.clear_triggers(@component, :added)
# clear the 'trigger_when_removed' for this Component
-FelFlame::Systems::PassiveRegen.clear_triggers(@component, :removed)
+FelFlame::Systems::PassiveRegen.clear_triggers(@component, :removed)
# clear the 'trigger_when_is_set' for this Component specifically for the health attribute
-FelFlame::Systems::PassiveRegen.clear_triggers(@component, :is_set, :health)
+FelFlame::Systems::PassiveRegen.clear_triggers(@component, :is_set, :health)
Likewise we can do the same with Component Managers:
# clears ALL triggers with this Component
-FelFlame::Systems::PassiveRegen.clear_triggers(@component_manager)
+FelFlame::Systems::PassiveRegen.clear_triggers(@component_manager)
# clear the 'trigger_when_added' for this Component Manager
-FelFlame::Systems::PassiveRegen.clear_triggers(@component_manager, :added)
+FelFlame::Systems::PassiveRegen.clear_triggers(@component_manager, :added)
# clear the 'trigger_when_removed' for this Component Manager
-FelFlame::Systems::PassiveRegen.clear_triggers(@component_manager, :removed)
+FelFlame::Systems::PassiveRegen.clear_triggers(@component_manager, :removed)
# clear the 'trigger_when_is_set' for this Component Manager specifically for the health attribute
-FelFlame::Systems::PassiveRegen.clear_triggers(@component_manager, :is_set, :health)
+FelFlame::Systems::PassiveRegen.clear_triggers(@component_manager, :is_set, :health)
Redefinition
If we wanted to change what code or logic a given System executes, we could do that with:
-FelFlame::Systems::PassiveRegen.redefine do
+FelFlame::Systems::PassiveRegen.redefine do
# Some new logic or code
end
@@ -437,28 +437,28 @@ E.g priority 1 will go first, priority 2 will go second, etcetera.
Once we have all the core parts of ECS, we will want to organize our Systems. To do this we will use Scenes to group up Systems so they can quickly be enabled or disabled. Note that Alternative Executions will occur even if they are not part of a Scene. Here is how we make a new Scene:
-@scene = FelFlame::Scenes.new('ExampleScene')
+@scene = FelFlame::Scenes.new('ExampleScene')
Accessing
Just like other classes in FelFlame, the name we gave the Scene is how we access it:
-@scene = FelFlame::Scenes::ExampleScene
+@scene = FelFlame::Scenes::ExampleScene
Adding Systems
Adding Systems is simple. We can add as many as we want. In this example we add 3 different systems:
-FelFlame::Scenes::ExampleScene.add(FelFlame::Systems::Render, @system2, @system3)
+FelFlame::Scenes::ExampleScene.add(FelFlame::Systems::Render, @system2, @system3)
Removing Systems
Removing Systems works simularly:
-FelFlame::Scenes::ExampleScene.remove(FelFlame::Systems::Render, @system2, @system3)
+FelFlame::Scenes::ExampleScene.remove(FelFlame::Systems::Render, @system2, @system3)
Clearing
@@ -483,21 +483,21 @@ E.g priority 1 will go first, priority 2 will go second, etcetera.
Finally we have the Stage. There is only a single Stage and we do not have to create it as it exists by default. By adding a Scene to the Stage we are saying that the Scene is active. To add a Scene we do the following:
-FelFlame::Stage.add FelFlame::Scene::ExampleScene
+FelFlame::Stage.add FelFlame::Scene::ExampleScene
Removing Scenes
Likewise we can remove Scenes:
-FelFlame::Stage.remove FelFlame::Scene::ExampleScene
+FelFlame::Stage.remove FelFlame::Scene::ExampleScene
Executing
On each frame of the game we want to execute the Stage once. When the Stage is executed it is progressing your game 1 frame forward. The Stage will make sure for you that all the Systems from all Scenes added will be executed in the correct order according to their priority. Here is how we do it:
-FelFlame::Stage.call
+FelFlame::Stage.call
Closing Notes
@@ -514,7 +514,7 @@ E.g priority 1 will go first, priority 2 will go second, etcetera.
--
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