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*| [JavaECS](../../README.md) | [docs](../overview.md) | [system](./dir.md) | System[]().md*
# System
### In this section
[About](#about)
[Implementation](#implementation)
[Examples](#examples)
[Notes](#notes)
## About
>A system is a functionality that is executed regularly by the game engine.
The [SystemManager](./SystemManager.md) ensures that the system has an up-to-date list of entities that the system would act upon. This is performed by comparing the system's declared required components with the components of a potential entity. An entity containing all required components is added to the system's list.
A system does not explicitly require any entities to be registered; but it can make more sense to directly perform such operations in the game loop.
`TODO`
There is a single layer of inheritence in this design, which is the overriden `init()` and `update()` functions.
This allows each system's `update()` to be called in a uniform way.
## Implementation
All systems should extend [ECSSystem](./ECSSystem.md), which implements the entities list as a simple set.
This can be overriden if there are certain requirements for the order of the entities (e.g. a Render System might require the further-most elements to be drawn first, to ensure the correct z-ordering)
``` java
class ECSSystem{
Set<Integer> entities = new HashSet<>();
}
```
``` java
class NewSystem extends ECSSystem{
void init() {}
void update(/* any required parameters*/){
/* implementation */
}
}
```
## Examples
### System that operates on entities with <span style="color:white">multiple components</span>
``` java
public class PhysicsSystem extends ECSSystem{
ECS gameEngine;
public PhysicsSystem(ECS gameEngine){
this.gameEngine = gameEngine;
}
void init() {}
void update(double dt){
for (Integer entity : entities) {
// Get entity components
Vec2D pos = (Vec2D)gameEngine.getComponentData(entity, Vec2D.class.getName());
RidgidBody ridgidBody = (RidgidBody)gameEngine.getComponentData(entity, RidgidBody.class.getName());
Gravity gravity = (Gravity)gameEngine.getComponentData(entity, Gravity.class.getName());
// Add the result of the accelerative forces to the ridgidbody's velocity
ridgidBody.xdot += ridgidBody.xAcc * dt;
ridgidBody.ydot += ridgidBody.yAcc * dt;
// Gravity is a force of acceleration as above, but is generally considered to be constant.
if (gravity.terminalX < 0 || Math.abs(ridgidBody.xdot) < gravity.terminalX){
ridgidBody.xdot += gravity.x * dt;
}
if (gravity.terminalY < 0 || Math.abs(ridgidBody.ydot) < gravity.terminalY){
ridgidBody.ydot += gravity.y * dt;
}
// Finally, move the vec2d by the new velocity
pos.x += ridgidBody.xdot * dt;
pos.y += ridgidBody.ydot * dt;
}
}
}
```
### System that operates on a <span style="color:white">single component</span>
``` java
public class LogVec2DSystem extends ECSSystem{
ECS gameEngine;
public LogVec2DSystem(ECS gameEngine){
this.gameEngine = gameEngine;
}
void init() {}
void update(double dt){
for (Integer entity : entities) {
Vec2D pos = (Vec2D)gameEngine.getComponentData(entity, Vec2D.class.getName());
System.out.println(String.format("X: %.6g, Y: %.6g", pos.x, pos.y));
}
}
}
```
### System that operates on <span style="color:white">no components</span>
Note that it does not require a reference the the `gameEngine`; no component data is accessed.
``` java
public class FrameRateSystem extends ECSSystem{
void init() {}
void update(double dt, double idleTime){
System.out.print(String.format("dt: %.3g (%.3g idle) ", dt, idleTime));
}
}
```
## Notes