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@ -133,21 +133,16 @@ Concord does a few things that might not be immediately clear. This segment shou
Since you'll have lots of Components and Systems in your game Concord makes it a bit easier to load things in.
```lua
-- Loads all files in the directory. Components automatically register into Concord.components, so loading them into a namespace isn't necessary.
Concord.utils.loadNamespace("path/to/components")
print(Concord.components.componentName)
-- Loads all files in the directory, and puts the return value in the table Systems. The key is their filename without any extension
local Systems = {}
Concord.utils.loadNamespace("path/to/systems", Systems)
myWorld:addSystems(
Systems.healthSystem
Systems.damageSystem,
Systems.moveSystem,
-- etc
)
print(Systems.systemName)
-- Loads all files in the directory. Components automatically register into Concord.components, so loading them into a namespace isn't necessary.
Concord.utils.loadNamespace("path/to/components")
print(Concord.components.componentName)
```
#### Method chaining
@ -175,7 +170,7 @@ When defining a ComponentClass you need to pass in a name and usually a `populat
-- Create the position class with a populate function
-- The component variable is the actual Component given to an Entity
-- The x and y variables are values we pass in when we create the Component
Concord.component("position", function(component, x, y)
Concord.component("position" function(component, x, y)
component.x = x or 0
component.y = y or 0
end)
@ -299,14 +294,14 @@ end
-- Defining a function
function mySystemClass:update(dt)
-- Iterate over all entities in the Pool
for _, e in ipairs(self.pool) do
for _, e in ipairs(self.pool)
-- Do something with the Components
e.position.x = e.position.x + e.velocity.x * dt
e.position.y = e.position.y + e.velocity.y * dt
end
-- Iterate over all entities in the second Pool
for _, e in ipairs(self.secondPool) do
for _, e in ipairs(self.secondPool)
-- Do something
end
end