donburi

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Published: Apr 7, 2024 License: CC0-1.0, MIT Imports: 7 Imported by: 98

README

donburi

Donburi

Go Reference

Donburi is an Entity Component System library for Go / Ebitengine inspired by legion.

It aims to be a feature rich and high-performance ECS Library.

Contents

Summary

  • It introduces the concept of Archetype, which allows us to query entities very efficiently based on the components layout.
  • It is possible to combine And, Or, and Not conditions to perform complex queries for components.
  • It avoids reflection for performance.
  • Ability to dynamically add or remove components from an entity.
  • Type-safe APIs powered by Generics
  • Zero dependencies
  • Provides Features that are common in game dev (e.g., math, transform, hieralchy, events, etc) built on top of the ECS architecture.

Examples

To check all examples, visit this page.

The bunnymark example was adapted from mizu's code, which is made by sedyh.

Installation

go get github.com/yohamta/donburi

Getting Started

Worlds

import "github.com/yohamta/donburi"

world := donburi.NewWorld()

Entities can be created via either Create (for a single entity) or CreateMany (for a collection of entities with the same component types). The world will create a unique ID for each entity upon insertion that we can use to refer to that entity later.

// Component is any struct that holds some kind of data.
type PositionData struct {
  X, Y float64
}

type VelocityData struct {
  X, Y float64
}

// ComponentType represents kind of component which is used to create or query entities.
var Position = donburi.NewComponentType[PositionData]()
var Velocity = donburi.NewComponentType[VelocityData]()

// Create an entity by specifying components that the entity will have.
// Component data will be initialized by default value of the struct.
entity = world.Create(Position, Velocity)

// We can use entity (it's a wrapper of int64) to get an Entry object from World
// which allows you to access the components that belong to the entity.
entry := world.Entry(entity)

// You can set or get the data via the ComponentType
Position.SetValue(entry, math.Vec2{X: 10, Y: 20})
Velocity.SetValue(entry, math.Vec2{X: 1, Y: 2})

position := Position.Get(entry)
velocity := Velocity.Get(entry)

position.X += velocity.X
position.Y += velocity.y

Components can be added and removed through Entry objects.

// Fetch the first entity with PlayerTag component
query := donburi.NewQuery(filter.Contains(PlayerTag))
// Query.First() returns only the first entity that 
// matches the query.
if entry, ok := query.First(world); ok {
  donburi.Add(entry, Position, &PositionData{
    X: 100,
    Y: 100,
  })
  donburi.Remove(entry, Velocity)
}

Entities can be removed from World with the World.Remove() as follows:

if SomeLogic.IsDead(world, someEntity) {
  // World.Remove() removes the entity from the world.
  world.Remove(someEntity)
  // Deleted entities become invalid immediately.
  if world.Valid(someEntity) == false {
    println("this entity is invalid")
  }
}

Entities can be retrieved using the First and Each methods of Components as follows:

// GameState Component
type GameStateData struct {
  // .. some data
}
var GameState = donburi.NewComponentType[GameStateData]()

// Bullet Component
type BulletData struct {
  // .. some data
}
var Bullet = donburi.NewComponentType[BulletData]()

// Init the world and create entities
world := donburi.NewWorld()
world.Create(GameState)
world.CreateMany(100, Bullet)

// Query the first GameState entity
if entry, ok := GameState.First(world); ok {
  gameState := GameState.Get(entry)
  // .. do stuff with the gameState entity
}

// Query all Bullet entities
Bullet.Each(world, func(entry *donburi.Entry) {
  bullet := Bullet.Get(entry)
  // .. do stuff with the bullet entity
})

Queries

Queries allow for high performance and expressive iteration through the entities in a world, to get component references, test if an entity has a component or to add and remove components.

// Define a query by declaring what componet you want to find.
query := donburi.NewQuery(filter.Contains(Position, Velocity))

// Iterate through the entities found in the world
query.Each(world, func(entry *donburi.Entry) {
  // An entry is an accessor to entity and its components.
  position := Position.Get(entry)
  velocity := Velocity.Get(entry)
  
  position.X += velocity.X
  position.Y += velocity.Y
})

There are other types of filters such as And, Or, Exact and Not. Filters can be combined wth to find the target entities.

For example:

// This query retrieves entities that have an NpcTag and no Position component.
query := donburi.NewQuery(filter.And(
  filter.Contains(NpcTag),
  filter.Not(filter.Contains(Position))))

If you need to determine if an entity has a component, there is entry.HasComponent

For example:

// We have a query for all entities that have Position and Size, but also any of Sprite, Text or Shape.
query := donburi.NewQuery(
  filter.And(
    filter.Contains(Position, Size),
    filter.Or(
      filter.Contains(Sprite),
      filter.Contains(Text),
      filter.Contains(Shape),
    ),
  ),
)

// In our query we can check if the entity has some of the optional components before attempting to retrieve them
query.Each(world, func(entry *donburi.Entry) {
  // We'll always be able to access Position and Size
  position := Position.Get(entry)
  size := Size.Get(entry)
  
  
  if entry.HasComponent(Sprite) {
    sprite := Sprite.Get(entry)
    // .. do sprite things
  }
  
  if entry.HasComponent(Text) {
    text := Text.Get(entry)
    // .. do text things
  }
  
  if entry.HasComponent(Shape) {
    shape := Shape.Get(entry)
    // .. do shape things
  }
  
})

Tags

One or multiple "Tag" components can be attached to an entity. "Tag"s are just components with no data.

Here is the utility function to create a tag component.

// This is the utility function to make tag component
func NewTag() *ComponentType {
  return NewComponentType(struct{}{})
}

Since "Tags" are components, they can be used in queries in the same way as components as follows:

var EnemyTag = donburi.NewTag()
world.CreateMany(100, EnemyTag, Position, Velocity)

// Search entities with EnemyTag
EnemyTag.Each(world, func(entry *donburi.Entry) {
  // Perform some operation on the Entities with the EnemyTag component.
}

Systems (Experimental)

⚠ this feature is currently experimental, the API can be changed in the future.

The ECS package provides so-called System feature in ECS which can be used together with a World instance.

See the GoDoc and Example.

How to create an ECS instance:

import (
  "github.com/yohamta/donburi"
  ecslib "github.com/yohamta/donburi/ecs"
)

world := donburi.NewWorld()
ecs := ecslib.NewECS(world)

A System is created from just a function that receives an argument (ecs *ecs.ECS).

// Some System's function
func SomeFunction(ecs *ecs.ECS) {
  // ...
}

ecs.AddSystem(SomeFunction)

We can provide Renderer for certain system.

ecs.AddRenderer(ecs.LayerDefault, DrawBackground)

// Draw all systems
ecs.Draw(screen)

The Layer parameter allows us to control the order of rendering systems and to which screen to render. A Layer is just an int value. The default value is just 0.

For example:


const (
  LayerBackground ecslib.LayerID = iota
  LayerActors
)

// ...

ecs.
  AddSystem(UpdateBackground).
  AddSystem(UpdateActors).
  AddRenderer(LayerBackground, DrawBackground).
  AddRenderer(LayerActors, DrawActors)

// ...

func (g *Game) Draw(screen *ebiten.Image) {
  screen.Clear()
  g.ecs.DrawLayer(LayerBackground, screen)
  g.ecs.DrawLayer(LayerActors, screen)
}

The ecs.Create() and ecs.NewQuery() wrapper-functions allow to create and query entities on a certain Layer:

For example:

var layer0 ecs.LayerID = 0

// Create an entity on layer0
ecslib.Create(layer0, someComponents...)

// Create a query to iterate entities on layer0
queryForLayer0 := ecslib.NewQuery(layer0, filter.Contains(someComponent))

Debug

The debug package provides some debug utilities for World.

For example:

debug.PrintEntityCounts(world)

// [Example Output]
// Entity Counts:
// Archetype Layout: {TransformData, Size, SpriteData, EffectData } has 61 entities
// Archetype Layout: {TransformData, Size, SpriteData, ColliderData } has 59 entities
// Archetype Layout: {TransformData, Size, SpriteData, WeaponData} has 49 entities
// ...

Features

Under the features directory, we develop common functions for game dev. Any kind of Issues or PRs will be very appreciated.

Math

The math package provides the basic types (Vec2 etc) and helpers.

See the GoDoc for more details.

Transform

The transform package provides the Tranform Component and helpers.

It allows us to handle position, rotation, scale data relative to the parent.

This package was adapted from ariplane's code, which is created by m110.

For example:

w := donburi.NewWorld()

// setup parent
parent := w.Entry(w.Create(transform.Transform))

// set world position and scale for the parent
transform.SetWorldPosition(parent, dmath.Vec2{X: 1, Y: 2})
transform.SetWorldScale(parent, dmath.Vec2{X: 2, Y: 3})

// setup child
child := w.Entry(w.Create(transform.Transform))
transform.Transform.SetValue(child, transform.TransformData{
  LocalPosition: dmath.Vec2{X: 1, Y: 2},
  LocalRotation: 90,
  LocalScale:    dmath.Vec2{X: 2, Y: 3},
})

// add the child to the parent
transform.AppendChild(parent, child, false)

// get world position of the child with parent's position taken into account
pos := transform.WorldPosition(child)

// roatation
rot := transform.WorldRotation(child)

// scale
scale := transform.WorldScale(child)

How to remove chidren (= destroy entities):

// Remove children
transform.RemoveChildrenRecursive(parent)

// Remove children and the parent
transform.RemoveRecursive(parent)

Events

The events package allows us to send arbitrary data between systems in a Type-safe manner.

This package was adapted from ariplane's code, which is created by m110.

For example:


import "github.com/yohamta/donburi/features/events"

// Define any data
type EnemyKilled struct {
  EnemyID int
}

// Define an EventType with the type of the event data
var EnemyKilledEvent = events.NewEventType[EnemyKilled]()

// Create a world
world := donburi.NewWorld()

// Add handlers for the event
EnemyKilledEvent.Subscribe(world, LevelUp)
EnemyKilledEvent.Subscribe(world, UpdateScore)

// Sending an event
EnemyKilledEvent.Publish(world, EnemyKilled{EnemyID: 1})

// Process specific events
EnemyKilledEvent.ProcessEvents(world)

// Process all events
events.ProcessAllEvents(world)

// Receives the events
func LevelUp(w donburi.World, event EnemyKilled) {
  // .. processs the event for levelup
}

func UpdateScore(w donburi.World, event EnemyKilled) {
  // .. processs the event for updating the player's score
}

Projects Using Donburi

Games

Libraries

  • necs - Networked Entity Component System; a networking layer for donburi by gin

Architecture

arch

How to contribute?

Feel free to contribute in any way you want. Share ideas, questions, submit issues, and create pull requests. Thanks!

Contributors

Made with contrib.rocks.

Documentation

Index

Constants

This section is empty.

Variables

View Source
var Null = storage.Null

Null represents a invalid entity which is zero.

Functions

func Add added in v1.1.1

func Add[T any](e *Entry, c component.IComponentType, component *T)

Add adds the component to the entry.

func Get added in v1.1.1

func Get[T any](e *Entry, c component.IComponentType) *T

Get returns the component from the entry

func GetComponents added in v1.3.14

func GetComponents(e *Entry) []any

GetComponents uses reflection to convert the unsafe.Pointers of an entry into its component data instances. Note that this is likely to be slow and should not be used in hot paths or if not necessary.

func GetValue added in v1.3.14

func GetValue[T any](e *Entry, c component.IComponentType) T

GetValue gets the value of the component.

func RegisterInitializer added in v1.2.21

func RegisterInitializer(initializer initializer)

RegisterInitializer registers an initializer for a world.

func Remove added in v1.1.1

func Remove[T any](e *Entry, ctype component.IComponentType)

Remove removes the component from the entry.

func Set added in v1.1.1

func Set[T any](e *Entry, c component.IComponentType, component *T)

Set sets the comopnent of the entry.

func SetValue added in v1.1.1

func SetValue[T any](e *Entry, c component.IComponentType, value T)

SetValue sets the value of the component.

func Valid added in v1.2.11

func Valid(e *Entry) bool

Valid returns true if the entry is valid.

Types

type ComponentType

type ComponentType[T any] struct {
	// contains filtered or unexported fields
}

CompnentType represents a type of component. It is used to identify a component when getting or setting components of an entity.

func NewComponentType

func NewComponentType[T any](opts ...interface{}) *ComponentType[T]

NewComponentType creates a new component type. The function is used to create a new component of the type. It receives a function that returns a pointer to a new component. The first argument is a default value of the component.

func NewTag

func NewTag() *ComponentType[struct{}]

NewTag is an utility to create a tag component. Which is just an component that contains no data.

func (*ComponentType[T]) Each added in v1.3.2

func (c *ComponentType[T]) Each(w World, callback func(*Entry))

Each iterates over the entities that have the component.

func (*ComponentType[T]) EachEntity added in v1.3.1

func (c *ComponentType[T]) EachEntity(w World, callback func(*Entry))

deprecated: use Each instead

func (*ComponentType[T]) First added in v1.3.2

func (c *ComponentType[T]) First(w World) (*Entry, bool)

First returns the first entity that has the component.

func (*ComponentType[T]) FirstEntity added in v1.3.1

func (c *ComponentType[T]) FirstEntity(w World) (*Entry, bool)

deprecated: use First instead

func (*ComponentType[T]) Get added in v1.3.0

func (c *ComponentType[T]) Get(entry *Entry) *T

Get returns component data from the entry.

func (*ComponentType[T]) Id added in v1.3.0

Id returns the component type id.

func (*ComponentType[T]) MustFirst added in v1.3.2

func (c *ComponentType[T]) MustFirst(w World) *Entry

MustFirst returns the first entity that has the component or panics.

func (*ComponentType[T]) MustFirstEntity added in v1.3.2

func (c *ComponentType[T]) MustFirstEntity(w World) *Entry

deprecated: use MustFirst instead

func (*ComponentType[T]) Name added in v1.3.0

func (c *ComponentType[T]) Name() string

Name returns the component type name.

func (*ComponentType[T]) New added in v1.3.0

func (c *ComponentType[T]) New() unsafe.Pointer

func (*ComponentType[T]) Set added in v1.3.0

func (c *ComponentType[T]) Set(entry *Entry, component *T)

Set sets component data to the entry.

func (*ComponentType[T]) SetName added in v1.3.0

func (c *ComponentType[T]) SetName(name string) *ComponentType[T]

SetName sets the component type name.

func (*ComponentType[T]) SetValue added in v1.3.0

func (c *ComponentType[T]) SetValue(entry *Entry, value T)

SetValue sets the value of the component.

func (*ComponentType[T]) String added in v1.3.0

func (c *ComponentType[T]) String() string

String returns the component type name.

func (*ComponentType[T]) Typ added in v1.3.14

func (c *ComponentType[T]) Typ() reflect.Type

Typ returns the reflect.Type of the ComponentType.

type Entity

type Entity = storage.Entity

Entity is identifier of an entity. Entity is just a wrapper of uint64.

type Entry

type Entry struct {
	World *world
	// contains filtered or unexported fields
}

Entry is a struct that contains an entity and a location in an archetype.

func (*Entry) AddComponent

func (e *Entry) AddComponent(c component.IComponentType, components ...unsafe.Pointer)

AddComponent adds the component to the entity.

func (*Entry) Archetype

func (e *Entry) Archetype() *storage.Archetype

Archetype returns the archetype.

func (*Entry) Component

func (e *Entry) Component(c component.IComponentType) unsafe.Pointer

Component returns the component.

func (*Entry) Entity

func (e *Entry) Entity() Entity

Entity returns the entity.

func (*Entry) HasComponent added in v1.1.0

func (e *Entry) HasComponent(c component.IComponentType) bool

HasComponent returns true if the entity has the given component type.

func (*Entry) Id added in v0.0.3

func (e *Entry) Id() storage.EntityId

Id returns the entity id.

func (*Entry) Remove added in v1.2.5

func (e *Entry) Remove()

Remove removes the entity from the world.

func (*Entry) RemoveComponent

func (e *Entry) RemoveComponent(c component.IComponentType)

RemoveComponent removes the component from the entity.

func (*Entry) SetComponent

func (e *Entry) SetComponent(c component.IComponentType, component unsafe.Pointer)

SetComponent sets the component.

func (*Entry) String added in v1.2.9

func (e *Entry) String() string

func (*Entry) Valid added in v1.2.4

func (e *Entry) Valid() bool

Valid returns true if the entry is valid.

type IComponentType added in v1.3.0

type IComponentType = component.IComponentType

IComponentType is an interface for component types.

type Query added in v1.3.1

type Query struct {
	// contains filtered or unexported fields
}

Query represents a query for entities. It is used to filter entities based on their components. It receives arbitrary filters that are used to filter entities. It contains a cache that is used to avoid re-evaluating the query. So it is not recommended to create a new query every time you want to filter entities with the same query.

func NewQuery added in v1.3.1

func NewQuery(filter filter.LayoutFilter) *Query

NewQuery creates a new query. It receives arbitrary filters that are used to filter entities.

func (*Query) Count added in v1.3.1

func (q *Query) Count(w World) int

Count returns the number of entities that match the query.

func (*Query) Each added in v1.3.2

func (q *Query) Each(w World, callback func(*Entry))

Each iterates over all entities that match the query.

func (*Query) EachEntity added in v1.3.1

func (q *Query) EachEntity(w World, callback func(*Entry))

deprecated: use Each instead

func (*Query) First added in v1.3.2

func (q *Query) First(w World) (entry *Entry, ok bool)

First returns the first entity that matches the query.

func (*Query) FirstEntity added in v1.3.1

func (q *Query) FirstEntity(w World) (entry *Entry, ok bool)

deprecated: use First instead

type StorageAccessor

type StorageAccessor struct {
	// Index is the search index for the world.
	Index *storage.Index
	// Components is the component storage for the world.
	Components *storage.Components
	// Archetypes is the archetype storage for the world.
	Archetypes []*storage.Archetype
}

StorageAccessor is an accessor for the world's storage.

type World

type World interface {
	// Id returns the unique identifier for the world.
	Id() WorldId
	// Create creates a new entity with the specified components.
	Create(components ...component.IComponentType) Entity
	// CreateMany creates a new entity with the specified components.
	CreateMany(n int, components ...component.IComponentType) []Entity
	// Entry returns an entry for the specified entity.
	Entry(entity Entity) *Entry
	// Remove removes the specified entity.
	Remove(entity Entity)
	// Valid returns true if the specified entity is valid.
	Valid(e Entity) bool
	// Len returns the number of entities in the world.
	Len() int
	// StorageAccessor returns an accessor for the world's storage.
	// It is used to access components and archetypes by queries.
	StorageAccessor() StorageAccessor
	// ArcheTypes returns the archetypes in the world.
	Archetypes() []*storage.Archetype

	// OnCreate registers a callback function that gets triggered when an entity is created.
	OnCreate(callback func(world World, entity Entity))

	// OnRemove registers a callback function that gets triggered when an entity is removed.
	// Note that it is called before the entity is removed from the ECS.
	OnRemove(callback func(world World, entity Entity))
}

World is a collection of entities and components.

func NewWorld

func NewWorld() World

NewWorld creates a new world.

type WorldId

type WorldId int

WorldId is a unique identifier for a world.

Directories

Path Synopsis
examples
bunnymark Module
bunnymark_ecs Module
platformer Module
features
transform
This code is adapted from https://github.com/m110/airplanes (author: m110)
This code is adapted from https://github.com/m110/airplanes (author: m110)
internal

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