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evolved.lua (work in progress)
Evolved ECS (Entity-Component-System) for Lua
Requirements
Predefs
TAG :: fragment
NAME :: fragment
DEFAULT :: fragment
DUPLICATE :: fragment
INCLUDES :: fragment
EXCLUDES :: fragment
ON_SET :: fragment
ON_ASSIGN :: fragment
ON_INSERT :: fragment
ON_REMOVE :: fragment
GROUP :: fragment
QUERY :: fragment
EXECUTE :: fragment
PROLOGUE :: fragment
EPILOGUE :: fragment
DISABLED :: fragment
DESTROY_POLICY :: fragment
DESTROY_POLICY_DESTROY_ENTITY :: id
DESTROY_POLICY_REMOVE_FRAGMENT :: id
Functions
id :: integer? -> id...
pack :: integer, integer -> id
unpack :: id -> integer, integer
defer :: boolean
commit :: boolean
is_alive :: chunk | entity -> boolean
is_alive_all :: chunk | entity... -> boolean
is_alive_any :: chunk | entity... -> boolean
is_empty :: chunk | entity -> boolean
is_empty_all :: chunk | entity... -> boolean
is_empty_any :: chunk | entity... -> boolean
has :: chunk | entity, fragment -> boolean
has_all :: chunk | entity, fragment... -> boolean
has_any :: chunk | entity, fragment... -> boolean
get :: entity, fragment... -> component...
set :: entity, fragment, component -> ()
remove :: entity, fragment... -> ()
clear :: entity... -> ()
destroy :: entity... -> ()
batch_set :: query, fragment, component -> ()
batch_remove :: query, fragment... -> ()
batch_clear :: query... -> ()
batch_destroy :: query... -> ()
chunk :: fragment, fragment... -> chunk, entity[], integer
entities :: chunk -> entity[], integer
fragments :: chunk -> fragment[], integer
components :: chunk, fragment... -> component[]...
each :: entity -> {each_state? -> fragment?, component?}, each_state?
execute :: query -> {execute_state? -> chunk?, entity[]?, integer?}, execute_state?
process :: system... -> ()
spawn_at :: chunk?, fragment[]?, component[]? -> entity
spawn_as :: entity?, fragment[]?, component[]? -> entity
spawn_with :: fragment[]?, component[]? -> entity
debug_mode :: boolean -> ()
collect_garbage :: ()
Builder
builder :: builder
builder:has :: fragment -> boolean
builder:has_all :: fragment... -> boolean
builder:has_any :: fragment... -> boolean
builder:get :: fragment... -> component...
builder:set :: fragment, component -> builder
builder:remove :: fragment... -> builder
builder:clear :: builder
builder:tag :: builder
builder:name :: string -> builder
builder:prefab :: entity -> builder
builder:single :: component -> builder
builder:default :: component -> builder
builder:duplicate :: {component -> component} -> builder
builder:include :: fragment... -> builder
builder:exclude :: fragment... -> builder
builder:on_set :: {entity, fragment, component, component?} -> builder
builder:on_assign :: {entity, fragment, component, component} -> builder
builder:on_insert :: {entity, fragment, component} -> builder
builder:on_remove :: {entity, fragment} -> builder
builder:group :: system -> builder
builder:query :: query -> builder
builder:execute :: {chunk, entity[], integer} -> builder
builder:prologue :: {} -> builder
builder:epilogue :: {} -> builder
builder:disabled :: builder
builder:destroy_policy :: id -> builder
builder:build :: boolean -> entity
License (MIT)
Description
Languages
Lua
100%