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https://github.com/guitsaru/draco
An Entity Component System for DragonRuby GTK
https://github.com/guitsaru/draco
dragonruby dragonruby-gtk dragonrubygtk game-development
Last synced: about 1 month ago
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An Entity Component System for DragonRuby GTK
- Host: GitHub
- URL: https://github.com/guitsaru/draco
- Owner: guitsaru
- License: agpl-3.0
- Created: 2020-11-04T09:28:55.000Z (about 4 years ago)
- Default Branch: main
- Last Pushed: 2021-03-03T14:41:42.000Z (almost 4 years ago)
- Last Synced: 2024-10-18T15:47:32.790Z (2 months ago)
- Topics: dragonruby, dragonruby-gtk, dragonrubygtk, game-development
- Language: Ruby
- Homepage:
- Size: 274 KB
- Stars: 47
- Watchers: 4
- Forks: 3
- Open Issues: 1
-
Metadata Files:
- Readme: README.md
- Changelog: CHANGELOG.md
- Contributing: CONTRIBUTING.md
- License: LICENSE
- Code of conduct: CODE_OF_CONDUCT.md
Awesome Lists containing this project
- awesome-dragonruby - Draco - An Entity Component System for DragonRuby GTK (Libraries, Frameworks and Wrappers)
README
# Draco
Draco is an Entity Component System for DragonRuby GTK.
An Entity Component System is an architectural framework that decouples game objects from game logic. An allows you to
build game objects through composition. This allows you to easily share small logic components between different game
objects.## Table of Contents
1. [Sample Application](https://github.com/guitsaru/draco#sample-application)
2. [Installation](https://github.com/guitsaru/draco#installation)
3. [Support](https://github.com/guitsaru/draco#support)
4. [Versioning](https://github.com/guitsaru/draco#versioning)
5. [Usage](https://github.com/guitsaru/draco#usage)
1. [Components](https://github.com/guitsaru/draco#components)
2. [Entities](https://github.com/guitsaru/draco#entities)
3. [Systems](https://github.com/guitsaru/draco#systems)
4. [Worlds](https://github.com/guitsaru/draco#worlds)
6. [Plugins](https://github.com/guitsaru/draco#plugins)
7. [Resources](https://github.com/guitsaru/draco#learn-more)
8. [Commercial License](https://github.com/guitsaru/draco#commercial-license)## Sample Application
This repository includes sample applications in the `samples/` directory.
* teeny-tiny - A 20 second space shooter created during the DragonRuby TeenyTiny Game Jam
* gorillas-basic - A recreation of the gorillas_basic sample game that comes with DragonRuby### Running the sample application
1. Download the [latest release](https://github.com/guitsaru/draco/archive/main.zip) of this repository.
2. Create a copy of DragonRuby GTK in a new folder.
3. Copy the teeny-tiny directory from draco into your new DragonRuby GTK folder. `cp -r draco/samples/ dragonruby/`.
4. Run them using `./dragonruby teeny-tiny` or `./dragonruby gorillas-basic`.## Installation
1. Create a `lib` directory inside your game's `app` directory.
2. Copy `lib/draco.rb` into your new `lib` directory.
3. In your `main.rb` file, require `app/lib/draco.rb`.## Support
- Find a bug? [Open an issue](https://github.com/guitsaru/draco/issues).
- Need help? [Start a Discussion](https://github.com/guitsaru/draco/discussions) or [Join us in Discord: Channel #oss-draco](https://discord.gg/vPUNtwfm).## Versioning
Draco uses [https://semver.org/].
* Major (X.y.z) - Incremented for any backwards incompatible public API changes.
* Minor (x.Y.z) - Incremented for new, backwards compatible, public API enhancements/fixes.
* Patch (x.y.Z) - Incremented for small, backwards compatible, bug fixes.## Usage
### Components
Components represent small atomic bits of state. It's better to use many small components than few large components.
These can be shared across many different types of game objects.```ruby
class Visible < Draco::Component; end
````Visible` is an example of a tag component. An entity either has it, or it doesn't. We can also associate data with our
components.```ruby
class Position < Draco::Component
attribute :x, default: 0
attribute :y, default: 0
endcomponent = Position.new
```The component's attributes add a getter and setter on the component for ease of use.
```ruby
component.x = 110component.x
# => 110
```#### Tag Components
The `Visible` class above is an example of a tag component. These are common enough that we don't necessarily want to
define a bunch of empty component classes. Draco provides a way to generate these classes at runtime.```ruby
Draco::Tag(:visible)
# => Visible
```### Entities
Entities are independant game objects. They consist of a unique id and a list of components.
```ruby
entity = Draco::Entity.new
entity.components << Position.new(x: 50, y: 50)
```Often we have types of entities that are reused throughout the game. We can define our own subclass in order to automate creating these entities.
```ruby
class Goblin < Draco::Entity
component Position, x: 50, y: 50
component Tag(:visible)
endgoblin = Goblin.new
```We can override the default values for the given components when initializing a new entity.
```ruby
goblin = Goblin.new(position: {x: 100, y: 100})
```In order to access the data within our entity's components, the entity has a method named after that component. This is generated based on the
underscored name of the component's class (e.g. `MapLayer` would be `map_layer`).```ruby
goblin.position.x
# => 100
```### Systems
Systems encapsulate all of the logic of your game. The system runs on every tick and it's job is to update the state of the entities.
#### Filters
Each system can set a default filter by passing in a list of components. When the world runs the system, it will set the system's entities to the
entities that include all of the given components.```ruby
class RenderSpriteSystem < Draco::System
filter Tag(:visible), Position, Spritedef tick(args)
# You can also access the world that called the system.
camera = world.filter([Camera]).firstsprites = entities.select { |e| entity_in_camera?(e, camera) }.map do |entity|
{
x: entity.position.x - camera.position.x,
y: entity.position.y - camera.position.y,
w: entity.sprite.w,
h: entity.sprite.h,
path: entity.sprite.path
}
endargs.outputs.sprites << sprites
enddef entity_in_camera?(entity, camera)
camera_rect = {x: camera.x, y: camera.y, w: camera.w, h: camera.h}
entity_rect = {x: entity.position.x, y: entity.position.y, w: entity.sprite.w, h: entity.sprite.h}entity_rect.intersect_rect?(camera_rect)
end
end
```### Worlds
A world keeps track of all current entities and runs all of the systems on every tick.
```ruby
world = Draco::World.new
world.entities << goblin
world.systems << RenderSpriteSystemworld.tick(args)
```Just like with entities, we can define a subclassed template for our world.
```ruby
class Overworld < Draco::World
entity Goblin
entity Player, position: { x: 50, y: 50 }, as: :player
systems RenderSpriteSystem, InputSystem
endworld = Overworld.new
```#### Named Entities
If there are entities that are frequently accessed in our systems, we can give these a name. In the above example, our
player entity has been given the name `player`. We can now access this directly from our world:```ruby
world.player
```#### Fetching entities by id
In some cases you'll want to keep track of entities by their id, such as when you want to keep track of another entity in a component.
```ruby
entity = Player.new
entity.id
# => 12world.entities[12] == entity
# => true
```## Plugins
* [Draco::Events](https://github.com/guitsaru/draco-events) - On demand system dispatch and component observers.
* [Draco::Scenes](https://github.com/guitsaru/draco-scenes) - Quickly switch out entities and systems in a world.
* [Draco::State](https://github.com/guitsaru/draco-state) - Define a set of components on an entity that are mutually exclusive.
* [Draco::Periodic](https://github.com/guitsaru/draco-periodic) - Make a system run every n ticks instead of every tick.## Learn More
Here are some good resources to learn about Entity Component Systems
- [Evolve Your Heirarchy](https://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/)
- [Overwatch Gameplay Architecture and Netcode](https://www.youtube.com/watch?v=W3aieHjyNvw)## Commercial License
Draco is licensed under AGPL. You can purchase the right to use Draco under the [commercial license](https://github.com/guitsaru/draco/blob/master/docs/COMM-LICENSE).
Each purchase comes with free upgrades for the current major version of Draco.
## Development
After checking out the repo, run `bin/setup` to install dependencies. Then, run `rake spec` to run the tests. You can also run `bin/console` for an interactive prompt that will allow you to experiment.
To install this gem onto your local machine, run `bundle exec rake install`. To release a new version, update the version number in `version.rb`, and then run `bundle exec rake release`, which will create a git tag for the version, push git commits and tags, and push the `.gem` file to [rubygems.org](https://rubygems.org).
## Contributing
Before submitting a pull request, please read the [contribution guidelines](https://github.com/guitsaru/draco/blob/master/.github/contributing.md).
Bug reports and pull requests are welcome on GitHub at https://github.com/guitsaru/draco. This project is intended to be a safe, welcoming space for collaboration, and contributors are expected to adhere to the [code of conduct](https://github.com/guitsaru/draco/blob/master/CODE_OF_CONDUCT.md).
## Code of Conduct
Everyone interacting in the Draco project's codebases, issue trackers, chat rooms and mailing lists is expected to follow the [code of conduct](https://github.com/guitsaru/draco/blob/master/CODE_OF_CONDUCT.md).