From bb30c1012fbef34e155558ad3008ce029670329e Mon Sep 17 00:00:00 2001 From: realtradam Date: Fri, 9 Jul 2021 01:57:33 -0400 Subject: readme rewrite --- docs/index.html | 555 ++++++++++++++++++++++++++++++++++---------------------- 1 file changed, 335 insertions(+), 220 deletions(-) (limited to 'docs/index.html') diff --git a/docs/index.html b/docs/index.html index 1f59c82..0e56dcd 100644 --- a/docs/index.html +++ b/docs/index.html @@ -62,318 +62,433 @@

Maintainability Test Coverage Inline docs -Documentation Coverage

+MIT License +Ko-Fi

-

What is this?

+ -

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.

+ + + + +

What is FelFlame?

+ +

FelFlame is an ECS framework for developing games in the Ruby language. FelFlame has been designed from the ground up with these three ideas in mind:

+ +
    +
  1. Engine Agnostic: FelFlame has been designed to be rendering engine agnostic as long as the target rendering engine is written in Ruby. This means that this framework can be dropped into existing rendering engines such as Ruby2D or DRGTK with little modifications.
  2. +
  3. Easily Extensible: FelFlame has been designed such that extensions to its capabilities can be easily added. Extensions such as rendering engine wrappers, premade systems, premade components, etcetera can be easily coded and then distributed as gems.
  4. +
  5. Priciple of (My) Least Astonishment: I want to develop games using a language and framework I love and makes sense to me, inspired by the Philosophy of the creator of Ruby.
  6. +
-

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.

+

What is ECS?

-

What is currently implemented?

+

ECS is a software architectural pattern that is used in video game development. Traditionally games were programmed using an object oriented method, while ECS instead attempts to program games using a data oriented method instead.
+ECS stands for Entity, Component, and System.

-

Entities and Components are mostly implemented, with only a few non-critical functions missing.

+
+ +

Components

+ +

This is where the data or information of a given "object" is stored. There is no logic or code here.

+ +

Entities

-

Systems, Scenes, and the Stage still needs to be implemented

+

Entities will contain one or more Components, but contains no logic or data otherwise

-

You can view the Documentation here

+

Systems

-

Specification

+

Systems are where all the logic or code is kept. There is no data stored in here.

-

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.

+
+ +

By using this pattern it allows programmers to easily control what an "object" or entity can do and how much data it needs to have. It avoids the issue of inhertance as no inhertance is ever required in this system. If you need a certain entity to have a certain functionality you just add the relevant component to it, and the systems that automatically go over specific components will give your entitiy the desired functionality.

-

Aliases:

+

"But your framework also has Scenes and a Stage, what is that about?"

+ +
-
FF = FelFlame
-FF::Ent = FelFlame::Entities
-FF::Cmp = FelFlame::Components
-FF::Sys = FelFlame::Systems
-FF::Sce = FelFlame::Scenes
-FF::Stg = FelFlame::Stage
+

Scenes

+ +

Scenes are simply a collection or subset of Systems. This allows for an easy way to activate and deactivate Systems.

+ +

Stage

+ +

The Stage is Scenes which are activated. This means any Scenes on the Stage are executed each frame, while the rest of the Systems are not.

+ +
+ +

If all of this sounds very confusing, don't worry. A video tutorial series is in the works where I will build a game using this framework and explain every step of the way. You can also read some examples and explanations below.

+ +

Usage

+ +

Entities

+ +

Creation

+ +

Entities are essentially "objects" in the game world. To create a new Entity we do the following:

+ +
@entity = FelFlame::Entities.new
 
-

Classes:

+

or if we want to add (any number of)components to it:

+ +
@entity = FelFlame::Entites.new(FelFlame::Components::Health.new,
+                     @component,
+             FelFlame::Components::Armour[7])
+
-

FF::Entities

+

Accessing

-

WARNING: POTENTIALLY OUT OF DATE

+

Once components are created we can access them using their ID like so:

-
FF::Ent.new(@component1, @component2)
-@entity = FF::Ent.get(entity_id)
-FF::Ent.delete(entity_id)
-@entity.id # => unique entity id
-
-@entity.add @component
-@entity.remove @component
-@entity.dump # => [:id, :scenes, :components]
-FF::Ent.load @entity_dump
+
@entity = FelFlame::Entities[2]
 
-

FF::Components

- -

WARNING: POTENTIALLY OUT OF DATE

- -
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
-@component.set(param2: 'not default')
-@component.param2 = '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
-@component.dump # returns hash of all variables!(and the id)
-FF::Cmp::Name.load @component_dump
-
-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
-
+

Get ID

+ +

Entity ID's are generated starting from 0 and ascending, unless if there is a missing ID because of a deleted +entity where a new entity will claim that ID. To get the ID of an Entity:

-

FF::Systems

- -
FF::Sys.new(name: 'Render', position: 5, frame: 1) do
-  @component.each do
-    # functionality
-  end
-end
-
-# for all components belonging to a certain component manager
-FF::Sys::Render.trigger_when_added FF::Cmp::Health
-FF::Sys::Render.trigger_when_removed FF::Cmp::Health
-FF::Sys::Render.trigger_when_is_set(FF::Cmp::Health, 'var')
-FF::Sys::Render.clear_triggers FF::Cmp::Health # clears all triggers
-FF::Sys::Render.clear_triggers (FF::Cmp::Health, :added)
-FF::Sys::Render.clear_triggers (FF::Cmp::Health, :removed)
-FF::Sys::Render.clear_triggers (FF::Cmp::Health, :is_set, 'var')
-
-# for specific components
-FF::Sys::Render.trigger_when_added FF::Cmp::Health[3]
-FF::Sys::Render.trigger_when_removed FF::Cmp::Health[3]
-FF::Sys::Render.trigger_when_is_set(FF::Cmp::Health[3], 'var')
-FF::Sys::Render.clear_triggers FF::Cmp::Health[3] # clears all triggers
-FF::Sys::Render.clear_triggers (FF::Cmp::Health[3], :added)
-FF::Sys::Render.clear_triggers (FF::Cmp::Health[3], :removed)
-FF::Sys::Render.clear_triggers (FF::Cmp::Health[3], :is_set, 'var')
+
@entity.id
 
-

FF::Scenes

+

Adding and Removing Components

-
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
+

We can still add or remove Components from an Entity after it has been created. Here is how:

+ +
@entity.add @component
+@entity.remove @component
 
-

FF::Stage

+

Deletion

-
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
+

To have all Components from an Entity removed and the Entity deleted we do the following:

+ +
@entity.delete
 
-

FelFlame

+

Components

+ +

Creating a Component Manager

-
FF.dump # => all data
-FF.load @felflame_dump
+

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)
 
-
+

In this example we created a component manager called "Stats". +The name given to component managers must follow the same rules for naming constants in ruby for a reason you will shortly see. +The parameters following are all creating the attributes we can set. +We can set any number of parameters we wish, in this example we define two. +The :armour parameter is being created without a default, it will equal to nil when a new component is created, while hp will be equal to 100 when a component is created. +When defining attributes symbols should be used.

-

blank
-blank

+

Creating a Component from a Component Manager

-

blank

+

Now that we have a component manager we can make components from it like so:

-

Ramblings:

+
@component = FelFlame::Components::Stats.new
+
-

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.

+

Or we can even change the defaults:

-
+
@component = FelFlame::Components::Stats.new(armour: 'steel')
+
-

Creating Entities:

+

Accessing and Getting ID

-
# Plain:
-@my_entity = FF:Ent.new
+

Just like Entities, Components have IDs. +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.

-# With components: -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! +
@component = FelFlame::Components::Stats[2]
+@component.id # => 2
 
-

Adding and Removing Components from Entities:

+

Accessing Attributes and Changing Them

+ +

There are a few different ways we can read or change the attributes of a component depending on what our needs are. +Here are the ways to edit attrubutes, followed by the ways to read them.

-
@my_entity = FF::Ent.get(entity_id)
+
@component.armour = 'Mythril'
+@component.update_attrs(armour: 'Leather', hp: 95)
+
-@my_entity.remove(component_id) -# Remove the specific component with that id - -@my_entity.remove(FF::Cmp::Poison) -# Removes all components of that type - -@my_entity.add(FF::Cmp::Selection.new) -# Adds a new Component +
@component.hp # => 95
+@component.attrs # => {armour: 'Leather', hp: 95}
 
-

Creating Component Class:

+

Deleting Components

-
# Creating a component 'factory':
-FF::Cmp.new('Name', 'var1', 'var2',  var3: 'default') # Name, *no_default, **with_default
-
+

Deleting a Component is the same format as deleting an Entity. When a Component is deleted referenced to it such as to entities are automatically cleared.

-

And then using those components:

+
@component.delete
+
-
@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!
-
+

Iterating over Components

-

Referencing Components:

+

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:

-
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
-
+
FelFlame::Components::Sprites.each do |component|
+  #do something with components
+end
+
+ +

Systems

+ +

Creation

+ +

We can create Systems like so:

+ +
FelFlame::Systems.new(name: 'Render', priority: 2) do
+  # Code and Logic
+end
+
+ +

The name we assign is how we can access the System, like so:

+ +
FelFlame::Systems::Render
+
+ +

Priority determines the order Systems should be executed, this is used for Scenes and the Stage. +The lower the number, the earlier a given System will be executed. +E.g priority 1 will go first, priority 2 will go second, etcetera.

-

Creating Systems:

+

Often we will want to execute some logic on each Component in a given Component Manager so our code might look like this:

-
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
+
FelFlame::Systems.new(name: 'Render', priority: 2) do
+  FelFlame::Components::Sprites.each do |component|
+    # do something with these components
+  end
 end
 
-

Enabling Systems:

+

Execution

-
# By default systems are not enabled. You need to add them to a scene
-FF::Scn::Scene1.add FF::Sys::Render
+

After we create a System, it won't do anything on its own until we tell it to. Here is how:

-# They can also be disabled by removing them -FF::Scn::Scene1.remove FF::Sys::Render +
FelFlame::Systems::Render.call
 
-

Custom Hooks:

+

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.

+ +

Alternative Execution

+ +

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:

-
# 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
+
# When this Component is added to an Entity, this System will be called
+FelFlame::Systems::PassiveRegen.trigger_when_added(@component)
 
-# Systems can also be manually called so you can code custom hooks!
-FF::Sys::Restore.run
+# When this Component is removed from an Entity, this System will be called
+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)
 
-

Scenes contain Entities and Systems

+

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)
 
-
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
-
-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
+# 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)
 
-FF::Scn::Scene1.add FF::Sys::Render
+# 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)
 
-

To List Systems and Enties

+

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

-
FF::Scn::Scene1.get_entities # => [id_1, id_7, etc]
-FF::Scn::Scene1.get_systems  # => [:Render, :Damage, etc]
-
+

Clearing Alternative Executions

+ +

If we wish to remove these links that we created, we can do that using the follwing function in any of the following ways:

-

To run a Scene it must be added to the Stage

+
# clears ALL triggers with this system
+FelFlame::Systems::PassiveRegen.clear_triggers
 
-
FF::Stg.add FF::Scn::Scene1
+# clears ALL triggers with this Component Manager
+FelFlame::Systems::PassiveRegen.clear_triggers(@component)
+
+# clear the 'trigger_when_added' for this Component
+FelFlame::Systems::PassiveRegen.clear_triggers(@component, :added)
+
+# clear the 'trigger_when_removed' for this Component
+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)
 
-

Or remove it:

+

Likewise we can do the same with Component Managers:

+ +
# clears ALL triggers with this Component
+FelFlame::Systems::PassiveRegen.clear_triggers(@component_manager) 
 
-
FF::Stg.remove FF::Scn::Scene1
+# clear the 'trigger_when_added' for this Component Manager
+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) 
+
+# 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) 
 
-

Show all Scenes on the Stage:

+

Redefinition

-
FF::Stg.scenes # => [:Scene1, :Scene2, etc]
-
+

If we wanted to change what code or logic a given System executes, we could do that with:

-

Remove all Scenes from the Stage:

+
FelFlame::Systems::PassiveRegen.redefine do
+  # Some new logic or code
+end
+
-
FF::Stg.clear
+

Scenes

+ +

Creation

+ +

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')
 
-

You can save the current game state:

+

Accessing

+ +

Just like other classes in FelFlame, the name we gave the Scene is how we access it:

-
@json_save_data = FF.dump
+
@scene = FelFlame::Scenes::ExampleScene
 
-

You can also specifically choose what you want to save:

- -
@hash_entity = FF::Ent.get(entity_id).dump
-# to save all components related to a player
-
-@hash_component_single = FF::Cmp::Health.get(component_id).dump
-# save all data in the single component(needs to handle arrays of components)
-
-@hash_component = FF::Cmp::Health.dump
-# save all components of a certain component type
-
-@hash_components_all = FF::Cmp.dump
-# save all components
-
-@hash_scene = FF::Scn::Scene1.dump
-# save all entities, components, and activated systems in a given scene
-
+

Adding Systems

-

And then they can be loaded back in:

+

Adding Systems is simple. We can add as many as we want. In this example we add 3 different systems:

-
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)
+
FelFlame::Scenes::ExampleScene.add(FelFlame::Systems::Render, @system2, @system3)
 
-

To Do List(old)

+

Removing Systems

-
+

Removing Systems works simularly:

-
    -
  • [ ] Some level of hierarchical support?
  • -
  • [ ] One Component to many entities.
  • -
  • [ ] Multiple of same component to one entity
  • -
  • [ ] State Machine?
  • -
  • [ ] Systems execute code on an event +
    FelFlame::Scenes::ExampleScene.remove(FelFlame::Systems::Render, @system2, @system3)
    +
    -
      -
    • [ ] Adding/removing/setting component is event
    • -
    • [ ] Frame is an event
    • -
  • -
  • [ ] System Execution Order
  • -
  • [ ] Save Dump/Load
  • -
+

Clearing

+ +

If you want to remove all Systems from a Scene here is how we do it:

+ +
@scene.clear
+
+ +

Execution

+ +

To execute all Systems within a scene once we can just do:

+ +
@scene.call
+
+ +

The Scene will make sure that the systems are executed in the correct order based on their given priorities

+ +

Stage

+ +

Adding Scenes

+ +

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
+
+ +

Removing Scenes

+ +

Likewise we can remove Scenes:

+ +
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
+
+ +

Closing Notes

+ +

There are some methods I haven't gone over in the overview. If you want to see everything and read in more detail check out the Documentation!

+ +

Contribution

+ +

Contributors are welcome! I am always looking to impove the capabilities of game development in Ruby. Feel free to open an issue to discuss a proposed changed or fix. To code a change or fix first fork the project. Next write your changes or fixes. Make sure all your changes and fixes are properly documented using Yard(I will not merge if it is not 100% documented) and make sure everything has tests written for it with Rspec(I will also not merge if it does not have 100% test coverage). Once you have your changes made then simply make a pull request.

+ +

If you need help writing documentation or tests feel free to ask!

+ +

If you want to contribute to development with a thanks you can always buy me a coffee ;^)

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