Tuto tiny-ecs demo Part 8 Enemies

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We continue with our tiny-ecs demo. It is time to add some "enemies".

Entity enemy1

First we create an entity of type enemy1.

In the entites folder "_E", create a file called "eNme1.lua" for example and copy the following code:

ENme1 = Core.class()

function ENme1:init(xspritelayer, x, y, dx, dy)
	-- ids
	self.isnme = true
	self.isactor = true
	-- sprite
	self.spritelayer = xspritelayer
	self.sprite = Pixel.new(math.random(0xffffff), 1, 32, 64)
	-- params
	self.x = x
	self.y = y
	self.health = 10
	-- BODY COMPONENT: function CBody:init(xspeed, xjumpspeed)
	self.body = CBody.new(4*16, 6*16) -- xspeed, xjumpspeed
	self.body.defaultmass = 1
	self.body.currmass = self.body.defaultmass
end

We start by adding some ids, a sprite layer and a sprite to see our enemy1. The sprite here is a Pixel with a random color.

We add some more parameters like position and health.

Finally we add the body component so the entity can move.

With ECS it is easy to build your game, you add/remove parameters and components as you need.

World addEntity

We add a couple of enemy1 entities to tiny-ecs world.

Please go to the "LevelX.lua" file and complete the code as follow:

	...
	-- tiny-ecs
	self.tiny = require "classes/tiny-ecs"
	self.tiny.world = self.tiny.world()
	-- some enemies (xspritelayer, x, y, dx, dy)
	local nmes = {}
	for i = 1, 10 do -- we create 10 enemies
		nmes[i] = ENme1.new(self.camera, math.random(24)*16, 10*16, math.random(12)*16, 0)
		self.tiny.world:addEntity(nmes[i])
	end
	-- the player (xspritelayer, x, y)
	self.player1 = EPlayer1.new(self.camera, 12*16, 10*16)
	self.tiny.world:addEntity(self.player1)
	...

You can run the demo and you should be able to see ten enemies placed randomly on the x axis.

And a System to move our actors

Now we add another system which will be responsible for moving the actors (entities).

In the same systems folder "_S", create a file called sDynamicBodies.lua for example, and copy the following code:

SDynamicBodies = Core.class()

function SDynamicBodies:init(xtiny) -- tiny function
	self.tiny = xtiny -- ref so we can remove entities from tiny system
	self.tiny.processingSystem(self) -- called once on init and every update
end

function SDynamicBodies:filter(ent) -- tiny function
	return ent.isactor and ent.body -- only actors with body component
end

function SDynamicBodies:onAdd(ent) -- tiny function
end

function SDynamicBodies:onRemove(ent) -- tiny function
end

function SDynamicBodies:process(ent, dt) -- tiny function
	-- velocity
	if ent.isleft and not ent.isright then -- LEFT
		ent.body.vx = -ent.body.speed
	elseif ent.isright and not ent.isleft then -- RIGHT
		ent.body.vx = ent.body.speed
	else
		ent.body.vx = 0
	end
	-- move
	ent.x += ent.body.vx * dt
	ent.sprite:setPosition(ent.x, ent.y)
end

All systems follow the same pattern, they are easy to create!

Here, in the init function, we create a reference to the xtiny parameter, so we can use it later to add or remove actors from tiny-ecs world.

Then, we tell tiny-ecs that this system needs to be updated each game loop (cf: Tuto_tiny-ecs_demo_Part_3_tiny-ecs_World, self.tiny.world:update(dt)).

In the filter function, we tell tiny-ecs that this system applies to entities with an id of isactor and body (remember that a component can serve as an id).

Finally, in the process function, we check if an actor is going left or right to add velocity to its body. The velocity will change the actor position.

Next?

In the next part, we ...


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