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module GameEcs | |
class EcsSystem | |
def self.system_for_query(query, &block) | |
new(query, &block) | |
end | |
def initialize(query=Query.none, &block) | |
@query = query | |
@system_block = block | |
end | |
def update(entity_store, *args) | |
before_update(entity_store, *args) | |
entity_store.query.each do |ent| | |
each(ent, *args) | |
end | |
after_update(entity_store, *args) | |
end | |
def before_update(entity_store, *args) | |
end | |
def after_update(entity_store, *args) | |
end | |
def update_each(entity_store, ent, *args) | |
# handle a single update of an ent | |
@system_block.call(entity_store, ent, *args) | |
end | |
end | |
end | |
include GameEcs | |
MovementSystem = EcsSystem.system_for_query( Q.musts(Position, Velocity) ) do |store, ent, dt, input| | |
pos,vel = ent.components | |
pos.x += vel.x * dt | |
pos.y += vel.y * dt | |
end | |
# long hand via subclassing | |
class MovementSystem < EcsSystem | |
def after_update(store, *args) | |
# whatever | |
end | |
def update_each(store, ent, dt, input) | |
Q.each_entity(Position, Velocity) do | |
pos,vel = ent.components | |
pos.x += vel.x * dt | |
pos.y += vel.y * dt | |
end | |
end | |
end |
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