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Christian Treffs 2019-02-14 18:13:07 +01:00
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# Fireblade ECS (Entity-Component-System)
[![Build Status](https://travis-ci.com/fireblade-engine/ecs.svg?branch=master)](https://travis-ci.com/fireblade-engine/ecs)
[![version 0.5.1](https://img.shields.io/badge/version-0.5.1-brightgreen.svg)](releases/tag/v0.5.1)
[![version 0.6.0](https://img.shields.io/badge/version-0.6.0-brightgreen.svg)](releases/tag/v0.6.0)
[![license](https://img.shields.io/badge/license-MIT-brightgreen.svg)](LICENSE)
[![swift version](https://img.shields.io/badge/swift-4.2-brightgreen.svg)](#)
[![platforms](https://img.shields.io/badge/platforms-%20macOS%20|%20iOS%20|%20tvOS%20|%20watchOS%20|%20linux%20-brightgreen.svg)](#)
@ -33,7 +33,7 @@ import PackageDescription
let package = Package(
name: "YourPackageName",
dependencies: [
.package(url: "https://github.com/fireblade-engine/ecs.git", from: "0.5.1")
.package(url: "https://github.com/fireblade-engine/ecs.git", from: "0.6.0")
],
targets: [
.target(
@ -48,10 +48,10 @@ let package = Package(
The core element in the Fireblade-ECS is the [Nexus](https://en.wiktionary.org/wiki/nexus#Noun).
It acts as a centralized way to store, access and manage entities and their components.
A single `Nexus` may hold up to 4294967295 `Entities` at a time.
You may use more than one `Nexus`.
A single `Nexus` may (theoretically) hold up to 4294967295 `Entities` at a time.
You may use more than one `Nexus` at a time.
Initialize a nexus with
Initialize a `Nexus` with
```swift
let nexus = Nexus()
@ -74,12 +74,15 @@ class Movement: Component {
and assign instances of them to an `Entity` with
```swift
myEntity.assign(Movement())
let movement = Movement()
myEntity.assign(movement)
```
This ECS uses a grouping approach for entities with the same component types to optimize and ease up access to them.
Entities with the same component types may be accessed via a so called `family`.
A `family` has entities as members and component types as family traits.
### Families
This ECS uses a grouping approach for entities with the same component types to optimize cache locality and ease up access to them.
Entities with the __same component types__ may belong to one `Family`.
A `Family` has entities as members and component types as family traits.
Create a family by calling `.family` with a set of traits on the nexus.
A family that containts only entities with a `Movement` and `PlayerInput` component, but no `Texture` component is created by
@ -92,7 +95,7 @@ let family = nexus.family(requiresAll: Movement.self, PlayerInput.self,
These entities are cached in the nexus for efficient access and iteration.
Families conform to the [Sequence](https://developer.apple.com/documentation/swift/sequence) so that members (components)
may be iterated and accessed like any other sequence in Swift.
Access a familiy's components directly on the family instance. To get each entity to the accessed components call `family.entityAndComponents`.
Access a familiy's components directly on the family instance. To get family entities and access components at the same time call `family.entityAndComponents`.
If you are only interested in a family's entities call `family.entities`.
```swift
@ -151,6 +154,34 @@ class PlayerMovementSystem {
}
```
### Singles
A `Single` on the other hand is a special kind of family that holds exactly **one** entity with exactly **one** component for the entire lifetime of the Nexus. This may come in handy if you have components that have a [Singleton](https://en.wikipedia.org/wiki/Singleton_(mathematics)) character. Single components must conform to the `SingleComponent` protocol and will not be available through regular family iteration.
```swift
final class GameState: SingleComponent {
var quitGame: Bool = false
}
class GameLogicSystem {
let gameState: Single<GameState>
init(nexus: Nexus) {
gameState = nexus.single(GameState.self)
}
func update() {
// update your game sate here
gameState.component.quitGame = true
// entity access is provided as well
_ = gameState.entity
}
}
```
## Demo
See the [Fireblade ECS Demo App](https://github.com/fireblade-engine/ecs-demo) to get started.
## Versioning