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https://github.com/BlackMATov/evolved.lua.git
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move example to samples/systems
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@@ -5,17 +5,32 @@ local evo = require 'evolved'
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evo.debug_mode(true)
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local fragments = {
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planet = evo.builder():name('planet'):tag():spawn(),
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spaceship = evo.builder():name('spaceship'):tag():spawn(),
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planet = evo.builder()
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:name('planet')
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:tag()
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:spawn(),
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spaceship = evo.builder()
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:name('spaceship')
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:tag()
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:spawn(),
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}
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local relations = {
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docked_to = evo.builder():name('docked_to'):tag():explicit():spawn(),
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docked_to = evo.builder()
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:name('docked_to')
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:tag()
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:spawn(),
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}
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local planets = {
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mars = evo.builder():name('Mars'):set(fragments.planet):spawn(),
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venus = evo.builder():name('Venus'):set(fragments.planet):spawn(),
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mars = evo.builder()
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:name('Mars')
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:set(fragments.planet)
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:spawn(),
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venus = evo.builder()
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:name('Venus')
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:set(fragments.planet)
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:spawn(),
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}
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local spaceships = {
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129
develop/samples/systems.lua
Normal file
129
develop/samples/systems.lua
Normal file
@@ -0,0 +1,129 @@
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---@diagnostic disable: unused-local
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local evo = require 'evolved'
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evo.debug_mode(true)
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---@class evolved.vector2
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---@field x number
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---@field y number
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---@param x number
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---@param y number
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---@return evolved.vector2
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---@nodiscard
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local function vector2(x, y)
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---@type evolved.vector2
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return { x = x, y = y }
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end
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local consts = {
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delta_time = 0.016,
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physics_gravity = vector2(0, 9.81),
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}
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local groups = {
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awake = evo.spawn(),
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physics = evo.spawn(),
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graphics = evo.spawn(),
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shutdown = evo.spawn(),
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}
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local fragments = {
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force = evo.spawn(),
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position = evo.spawn(),
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velocity = evo.spawn(),
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}
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local queries = {
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physics_bodies = evo.builder()
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:include(fragments.force, fragments.position, fragments.velocity)
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:spawn(),
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}
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local awake_system = evo.builder()
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:group(groups.awake)
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:prologue(function()
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print '-= | Awake | =-'
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evo.builder()
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:set(fragments.force, vector2(0, 0))
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:set(fragments.position, vector2(0, 0))
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:set(fragments.velocity, vector2(0, 0))
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:spawn()
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end):spawn()
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local integrate_forces_system = evo.builder()
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:group(groups.physics)
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:query(queries.physics_bodies)
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:execute(function(chunk, entities, entity_count)
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local delta_time, physics_gravity =
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consts.delta_time, consts.physics_gravity
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---@type evolved.vector2[], evolved.vector2[]
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local forces, velocities = chunk:components(
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fragments.force, fragments.velocity)
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for i = 1, entity_count do
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local force, velocity = forces[i], velocities[i]
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velocity.x = velocity.x + (physics_gravity.x + force.x) * delta_time
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velocity.y = velocity.y + (physics_gravity.y + force.y) * delta_time
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end
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end):spawn()
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local integrate_velocities_system = evo.builder()
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:group(groups.physics)
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:query(queries.physics_bodies)
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:execute(function(chunk, entities, entity_count)
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local delta_time =
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consts.delta_time
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---@type evolved.vector2[], evolved.vector2[], evolved.vector2[]
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local forces, positions, velocities = chunk:components(
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fragments.force, fragments.position, fragments.velocity)
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for i = 1, entity_count do
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local force, position, velocity = forces[i], positions[i], velocities[i]
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position.x = position.x + velocity.x * delta_time
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position.y = position.y + velocity.y * delta_time
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force.x = 0
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force.y = 0
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end
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end):spawn()
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local graphics_system = evo.builder()
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:group(groups.graphics)
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:query(queries.physics_bodies)
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:execute(function(chunk, entities, entity_count)
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---@type evolved.vector2[]
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local positions = chunk:components(
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fragments.position)
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for i = 1, entity_count do
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local entity, position = entities[i], positions[i]
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print(string.format(
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'|-> {entity %d} at {%.4f, %.4f}',
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entity, position.x, position.y))
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end
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end):spawn()
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local shutdown_system = evo.builder()
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:group(groups.shutdown)
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:epilogue(function()
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print '-= | Shutdown | =-'
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evo.batch_destroy(queries.physics_bodies)
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end):spawn()
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do
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evo.process(groups.awake)
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for _ = 1, 10 do
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evo.process(groups.physics)
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evo.process(groups.graphics)
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end
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evo.process(groups.shutdown)
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end
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