gamebox-ecs

2017-05-16

gamebox-ecs

An implementation of the Entity-Component System (ECS) pattern, popular with game development.

Overview

This is an ECS implementation designed to be simple and flexible. It has not been tested in the wild yet, so if you do so, please feel free to file issues or lack of features you may encounter.

Install

This system is not yet available to be installed automatically with Quicklisp. To manually install using Quicklisp, clone this repository into your local-projects directory and issue the following in your REPL:

(ql:quickload :gamebox-ecs)

Usage

First, initialize the ECS system:

(init-ecs)

You can optionally specify a logging message level of :DEBUG to see more messages (the default is :INFO):

(init-ecs :log-level :debug)

Define some traits:

(deftrait test-trait-1 (x y z))
(deftrait test-trait-2 (x y z))

Define a behavior that is called for all GOBs that match.

:MODE is R, so it will be processed before any R/W behaviors, and R/W will be processed before any W behaviors.

:INTERVAL is 2, so it will be called every two game ticks.

:FILTERS specifies the constraints for a GOB to be considered to have this behavior.

:GROUPING a list of symbols specifying how many GOBs to include in parallel, and unique names for them to be accessed. Every combination of this many GOBs will be iterated over.

(defbehavior move ; the name of the behavior
    (:mode r ; R before R/W before W. This ensures proper order of mutable behaviors
     :interval 2 ; will be called only once every 2 game ticks
     :filters ((all groups test-group-1 test-group-2) ; must be a member of all of these groups
               (any traits test-trait-1 test-trait-2) ; must have at least one of these traits
               (none traits not-this-trait)) ; must not have this trait
     :grouping (e1 e2)) ; gobs will be combined in pairs so they can be compared in parallel
  (format t "~A~%" (list e1 e2))) ; the body goes here - we just print a list of each grouping.

Define some GOBs (Game Objects):

(make-gob player (test-group-1 test-group-2)
  (test-trait-1 :x 1 :y 2 :z 3))
(make-gob enemy (test-group-1 test-group-2)
  (test-trait-2 :x 1 :y 2 :z 3))
(make-gob not-in-system (test-group-1)
  (test-trait-1 :x 1 :y 2 :z 3))

Cycle the behaviors. This should be called in your main loop:

(cycle-behaviors) ; The above behavior is called once every 2 ticks, so this will have no effect.
(cycle-behaviors) ; This will affect some GOBs, since it is the second tick. It will print: (2 1)

License

Copyright ? 2016 Michael Fiano .

Licensed under the MIT License.

A copy of the license is available here.

Author
Michael Fiano <michael.fiano@gmail.com>
Maintainer
Michael Fiano <michael.fiano@gmail.com>
License
MIT