• Stars
    star
    121
  • Rank 293,924 (Top 6 %)
  • Language
    C++
  • License
    MIT License
  • Created about 10 years ago
  • Updated over 6 years ago

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Repository Details

C++ minimal entity-component system single header library

Mix

A minimal entity-component-system.

Features

  • entity–component–system implementation
  • tags and groups
  • rudimentary event handling

Install

Include Mix folder in your project.

The Basics

0. include Mix
#include "Mix/World.h"
1. define components
// note: must have default constructor

struct PositionComponent
{
    PositionComponent(int x = 0, int y = 0) : x(x), y(y) {}
    int x, y;
};

struct VelocityComponent
{
    VelocityComponent(int dx = 0, int dy = 0) : dx(dx), dy(dy) {}
    int dx, dy;
};
2. define systems
class MoveSystem : public Mix::System
{
public:
    MoveSystem()
    {
        // which components an entity must have for the system to be interested
        requireComponent<PositionComponent>();
        requireComponent<VelocityComponent>();
    }

    void update()
    {
        // do stuff with all the entities of interest
        for (auto e : getEntities()) {
            auto &position = e.getComponent<PositionComponent>();
            const auto &velocity = e.getComponent<VelocityComponent>();
            position.x += velocity.x;
            position.y += velocity.y;
        }
    }
};
3. create the world and add systems
Mix::World world;
world.getSystemManager().addSystem<MoveSystem>();
4. create entities
auto e = world.createEntity();
e.addComponent<PositionComponent>(100, 100);
e.addComponent<VelocityComponent>(10, 10);
// entity is created on the next call to world.update(),
// so that no entities appear only for some systems mid-frame
5. kill entities
// inside system's update method
entity.kill();
if (!entity.isAlive()) { ... };
// entity is alive until next call to world.update(),
// so that every system gets the chance handle the entity
6. update world and systems in game loop
while (!done) {
    world.update(); // actually creates and kills entities since the last call to this method
    world.getSystemManager().getSystem<MoveSystem>().update();
}

Tags & Groups

1. tags
auto player = world.createEntity();
player.tag("player");
if (player.hasTag("player")) { ... };
auto entity = world.getEntity("player");
2. groups
auto enemy = world.createEntity();
enemy.group("enemies");
if (enemy.hasGroup("enemies")) { ... };
auto enemies = world.getEntityGroup("enemies");

Events

Events are a way for inter-system communication (e.g. CollisionSystem emits collision event which DamageSystem is interested in).

1. define events
// note: must have default constructor

struct CollisionEvent
{
    PositionComponent(Entity a = Entity(), Entity b = Entity()) : a(a), b(b) {}
    Entity a, b;
};
2. emit events
// inside system's update method
Entity player, enemy;
getWorld().getEventManager().emitEvent<CollisionEvent>(player, enemy);
3. receive events
// inside other system's update method
auto collisionEvents = getWorld().getEventManager().getEvents<CollisionEvent>();
for (auto event : collisionEvents) { // handle collision };

// events can be received by any system
// events exist until the next call to world.update()

What else?

Code is fairly well documented. Read and experiment! :)

License

MIT (c) Pär Arvidsson 2014-2018