FelFlame

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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.

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 currently implemented?

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

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

You can view the Documentation here

Specification

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.

Aliases:

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

Classes:

FF::Entities

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

FF::Components

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

FF::Systems

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')

FF::Scenes

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

FF::Stage

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

FelFlame

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

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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.


Creating Entities:

# Plain:
@my_entity = FF:Ent.new

# 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!

Adding and Removing Components from Entities:

@my_entity = FF::Ent.get(entity_id)

@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

Creating Component Class:

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

And then using those components:

@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!

Referencing Components:

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

Creating Systems:

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

Enabling Systems:

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

# They can also be disabled by removing them
FF::Scn::Scene1.remove FF::Sys::Render

Custom Hooks:

# 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

# Systems can also be manually called so you can code custom hooks!
FF::Sys::Restore.run

Scenes contain Entities and Systems

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

FF::Scn::Scene1.add FF::Sys::Render

To List Systems and Enties

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

To run a Scene it must be added to the Stage

FF::Stg.add FF::Scn::Scene1

Or remove it:

FF::Stg.remove FF::Scn::Scene1

Show all Scenes on the Stage:

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

Remove all Scenes from the Stage:

FF::Stg.clear

You can save the current game state:

@json_save_data = FF.dump

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

And then they can be loaded back in:

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)

To Do List(old)


  • [ ] 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
    • [ ] Adding/removing/setting component is event
    • [ ] Frame is an event
  • [ ] System Execution Order
  • [ ] Save Dump/Load