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tecs

About

Simple implementation of convinient data structure called 'Entity Component System' (or ECS for short).

Goals

The goal of this project is to provide simple API with simple implementation.

Examples

1. Spawning an entity and retrieving its components.

use tecs::{World, Component};

#[derive(Debug, PartialEq)]
struct Name(&'static str);
impl Component for Name {}

#[derive(Debug, PartialEq)]
struct Age(u32);
impl Component for Age {}

let mut world = World::new();

let id = world.spawn((Name("Marcus"), Age(21)));
let entity = world.entity(id);

assert_eq!(entity.get::<Name>(), Some(&Name("Marcus")));
assert_eq!(entity.get::<Age>(), Some(&Age(21)));

2. Modifying the world through the query.

use tecs::{World, Component, EntityId};

struct CanFly;
impl Component for CanFly {}

#[derive(Clone, PartialEq, Debug)]
struct Name(&'static str);
impl Component for Name {}

enum Color {
    Red,
    Green,
    Blue,
}
impl Component for Color {}

let mut world = World::new();

let _entity1 = world.spawn((Name("Sky"), Color::Blue));
let _entity2 = world.spawn((Name("Red Bird"), Color::Red, CanFly));
let _entity3 = world.spawn((Name("Airplane"), CanFly));

let mut can_fly_names = vec![];

// you can also opt `EntityId` out if you want
for (name, _can_fly, color) in world.query_mut::<(&Name, &CanFly, &mut Color)>() {
    can_fly_names.push(name.clone());
    // you can modify world through the `query_mut`
    *color = Color::Green;
}

assert_eq!(can_fly_names, [Name("Red Bird")]);

About

Simple implementation of the Entity Component System data structure in Rust.

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