fireblade-ecs/Sources/FirebladeECS/Documentation.docc/GettingStartedWithFireblade...

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# Getting started with Fireblade ECS
Learn the API and key types Fireblade provides to compose your game or app logic.
## Overview
Fireblade ECS is a dependency free, Swift language implementation of an Entity-Component-System ([ECS](https://en.wikipedia.org/wiki/Entity_component_system)).
An ECS comprises entities composed from components of data, with systems which operate on the components.
Extend the following lines in your `Package.swift` file or use it to create a new project.
```swift
// swift-tools-version:5.8
import PackageDescription
let package = Package(
name: "YourPackageName",
dependencies: [
.package(url: "https://github.com/fireblade-engine/ecs.git", from: "0.17.5")
],
targets: [
.target(
name: "YourTargetName",
dependencies: ["FirebladeECS"])
]
)
```
This article introduces you to the key concepts of Fireblade ECS's API.
For a more detailed example, see the [Fireblade ECS Demo App](https://github.com/fireblade-engine/ecs-demo).
### 🏛️ Nexus
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 (theoretically) hold up to 4294967295 `Entities` at a time.
You may use more than one `Nexus` at a time.
Initialize a `Nexus` with
```swift
let nexus = Nexus()
```
### 👤 Entities
then create entities by letting the `Nexus` generate them.
```swift
// an entity without components
let newEntity = nexus.createEntity()
```
To define components, conform your class to the `Component` protocol
```swift
final class Position: Component {
var x: Int = 0
var y: Int = 0
}
```
and assign instances of it to an `Entity` with
```swift
let position = Position(x: 1, y: 2)
entity.assign(position)
```
You can be more efficient by assigning components while creating an entity.
```swift
// an entity with two components assigned.
nexus.createEntity {
Position(x: 1, y: 2)
Color(.red)
}
// bulk create entities with multiple components assigned.
nexus.createEntities(count: 100) { _ in
Position()
Color()
}
```
### 👪 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 contains only entities with a `Movement` and `PlayerInput` component, but no `Texture` component is created by
```swift
let family = nexus.family(requiresAll: Movement.self, PlayerInput.self,
excludesAll: Texture.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) protocol so that members (components)
may be iterated and accessed like any other sequence in Swift.
Access a family'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
class PlayerMovementSystem {
let family = nexus.family(requiresAll: Movement.self, PlayerInput.self,
excludesAll: Texture.self)
func update() {
family
.forEach { (mov: Movement, input: PlayerInput) in
// position & velocity component for the current entity
// get properties
_ = mov.position
_ = mov.velocity
// set properties
mov.position.x = mov.position.x + 3.0
...
// current input command for the given entity
_ = input.command
...
}
}
func update2() {
family
.entityAndComponents
.forEach { (entity: Entity, mov: Movement, input: PlayerInput) in
// the current entity instance
_ = entity
// position & velocity component for the current entity
// get properties
_ = mov.position
_ = mov.velocity
}
}
func update3() {
family
.entities
.forEach { (entity: Entity) in
// the current entity instance
_ = entity
}
}
}
```
### 🧑 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
}
}
```
### 🔗 Serialization
To serialize/deserialize entities you must conform their assigned components to the `Codable` protocol.
Conforming components can then be serialized per family like this:
```swift
// MyComponent and YourComponent both conform to Component and Codable protocols.
let nexus = Nexus()
let family = nexus.family(requiresAll: MyComponent.self, YourComponent.self)
// JSON encode entities from given family.
var jsonEncoder = JSONEncoder()
let encodedData = try family.encodeMembers(using: &jsonEncoder)
// Decode entities into given family from JSON.
// The decoded entities will be added to the nexus.
var jsonDecoder = JSONDecoder()
let newEntities = try family.decodeMembers(from: jsonData, using: &jsonDecoder)
```