lua.wetgenes.gamecake.zone.scene
zone_scene = require("wetgenes.gamecake.zone.scene")
Manage a simple structure to help group, update and draw discrete game objects.
This module contains only one function which can be used to create a scene instance and the rest of this documentation concerns the return from this create function, not the module
scene = zone_scene.create()
scene = zone_scene.create( { sortby={"first","second",...} } )
Create and return a scene object. A base object can be passed in and will be filled in and returned. This can used to supply a sortby table to help control the order of updates of different castes.
If passed in sortby is a table of [caste_name]=weight values to help control the order of updates by caste and make it consistent. For instance you might find it useful to force monsters to update before the player.
lua.wetgenes.gamecake.zone.scene.add
scene:add(it)
scene:add(it,caste)
scene:add(it,caste,boot)
Add a new item of caste or it.caste to the list of things to update.
The optional boot table contains initialisation/reset values and will be remembered in item.boot. If boot.id is given then we will remember this item with a call to scene.set(id,it)
The actual act of initalising the item from the boot table is left to custom code which ideally should initalize it and then just call scene.add(it) as the auto shortcuts are unnecesary.
lua.wetgenes.gamecake.zone.scene.call
scene:call(fname,...)
If fname is a string then that method will be invoked for every item where it exists like so. Only the first item of each caste is tested, if the function exists there then it is expected to exist for all items of a given caste. This enables us to skip entire castes whilst still making all functions optional.
if it[fname] then it[fname](it,...) end
if fname is a function then it will result in every item geting called with that function like so.
fname(it,...)
The calls are always made backwards through the table so that an item can choose to delete itself.
Finally we return the number of calls we made so you can keep track of currently active items.
lua.wetgenes.gamecake.zone.scene.caste
scene:caste(caste)
Get the list of items of a given caste, eg "bullets" or "enemies"
This list will be created if it does not already exist.
scene.sortby is used to keep this list in order and an empty system will be autocreated if needed.
lua.wetgenes.gamecake.zone.scene.create_values
Copy of the create_values function from the main zone_scene module.
lua.wetgenes.gamecake.zone.scene.find_uid
local it = scene:find_uid( uid )
Return the item with the given uid or nil if no such item has been remembered or a nil uid has been passed in.
lua.wetgenes.gamecake.zone.scene.forget_uid
local it = scene:forget_uid( {uid=uid} )
Remove the item from the map of uids. Returns the item or nil if uid was invalid unset or our map was not pointing to the correct item.
local it = scene:forget_uid( scene.find_uid( uid ) )
Chain with find_uid to forget an item by uid and this is safe even if the item does not exist.
lua.wetgenes.gamecake.zone.scene.generate_uid
local uid = scene:generate_uid()
local uid = scene:generate_uid(uid)
Simple unique incremental IDs for items to be used instead of pointers, starts at 1 and goes up as items are added.
Ideally you will also need extra code for compacting these ids ( probably as an export, renumber, import cycle ) to stop them getting huge and breaking. So a save/load system which is out of scope for this code.
Generally, unless we are creating and destroying millions of items we will run out of memory way before this number gets too big.
If a uid is passed in then we will return uid+1 and continue on upwards for subsequent calls.
The point of uids is so we can refer to and lazy link items as weak values making it easy to delete an item without worrying too much about where it has been used. So instead of putting the item table inside another item table we can use a uid reference instead.
Good for serialising data as well.
lua.wetgenes.gamecake.zone.scene.remember_uid
local it = scene:remember_uid( {} )
Remember an item in the uids table, generating a uid and setting it.uid to this value if one does not already exist.
lua.wetgenes.gamecake.zone.scene.remove
scene:remove(it)
Remove this item, this is slightly expensive as we need to search in a table to find it before calling table.remove which then has to shuffle the table to fill in the hole.
With very dynamic items it can be faster to allocate all the items you need at the start and then flag them on/off rather than add and remove dynamically.
It may make more sense to create a system which handles its own list of objects, such as particles. Then only use the items to keep track of a master particles item that contains many particles and can add/remove/recycle as it sees fit.
lua.wetgenes.gamecake.zone.scene.reset
scene:reset()
Empty the list of items to update and draw, this does not reset the systems table that should be modified with the insert and remove functions.
lua.wetgenes.gamecake.zone.scene.sortby_update
scene:sortby_update(newtab)
A function that takes the array part of newtab and reverses the key=value so a simple order list can be provided without any explicit weights. The first caste name in the array gets a weight of 1, second 2 and so on.
Newtab is coppied into scene.sortby for use a s aweight lookuptable of name to weight.
If newtab is not provided then scene.sortby is used by default.
lua.wetgenes.gamecake.zone.scene.status
print( scene:status() )
Return a debug string giving details about the system order and current number of items of each caste.
lua.wetgenes.gamecake.zone.scene.systems
scene.systems={name=system,[1]=system}
A sorted table and lookup by caste name of each system. Table is sorted so it will be traversed backwards, backwards traversal allows the current item to delete itself.
lua.wetgenes.gamecake.zone.scene.systems.call
scene:systems_call(fname,...)
For every system call the function called fname like so.
system[fname](system,...)
Returns the number of calls made, which will be the number of systems that had an fname function to call.
If fname is a function then it will be called as if it was a method.
lua.wetgenes.gamecake.zone.scene.systems.cocall
scene:systems_cocall(fname,...)
For every system call the function called fname inside a coroutine like so.
system[fname](system,...)
This function can yield and should do so if it is waiting for another system to do something. All coroutines will be run in a round robin style until they all complete.
Returns the number of calls made, which will be the number of systems that had an fname function to call.
If fname is a function then it will be called as if it was a method.
lua.wetgenes.gamecake.zone.scene.systems.insert
scene:systems_insert(system)
Insert a new system replacing any system of the same caste. system.caste should be set to the caste of the system for this to work.
lua.wetgenes.gamecake.zone.scene.systems.remove
system = scene:systems_remove(caste)
Remove and return the system of the given caste.
lua.wetgenes.gamecake.zone.scene.uids
scene.uids={[uid]=item,...}
A map of currently remembered uids to items.
lua.wetgenes.gamecake.zone.scene.values
zone_scene = require("wetgenes.gamecake.zone.scene")
values = zone_scene.create_values()
Create and return a values object.
This is an array of objects representing the main object in values[1] and future predictions in values[2],values[3] etc etc.
The key values in the higher numbers overide key values in the lower numbers so essentially only changes need to be written into the predicted slots.
lua.wetgenes.gamecake.zone.scene.values.get
value=values:get(key)
value=values:get(key,topidx)
Get the current value for this key by searching from the top of the stack to the bottom and returning the first non nil value we find.
If topidx is given then get the value at this idx, this would normally be negative in which it counts back from the end. So it is easy to time travel back a frame into the cached values with -1 as the idx.
lua.wetgenes.gamecake.zone.scene.values.manifest
value=values:manifest(key,value)
Get the current value for this key if there is no current value then set the current value.
This uses values:get and values:set to perform these actions.
lua.wetgenes.gamecake.zone.scene.values.new
values2 = values:new()
Create and return a new values object with a single slot containing an empty object.
lua.wetgenes.gamecake.zone.scene.values.push
values:push()
Add a new slot to the end of the values array. Future values will be writen into this new slot.
lua.wetgenes.gamecake.zone.scene.values.set
values:set(key,value)
If this is different from the current value then write the value into the key of the object at the top of the stack. Hence future gets will get this new value.
lua.wetgenes.gamecake.zone.scene.values.tween
value=values:tween(key,tween)
Tween between the current value(1) and the previous value(0).
A tween of 0 gets the previous value, a tween of 1 gets the current value and any other tween will get a mix between the two if that is possible.
We can only mix numbers or tardis values, other values will round to either 0 or 1 whichever is closest and then get that whole value.
lua.wetgenes.gamecake.zone.scene.values.twrap
value=values:twrap(key,nmax,tween)
Tween wrap between the current value and the previous value.
Result will be in rang of 0>= n <nmax , blended in the shortest direction.
nmax may be a number or a tardis value for nmax per dimension
A tween of 0 gets the previous value, a tween of 1 gets the current value and any other tween will get a mix between the two if that is possible.
We can only mix numbers or tardis values, other values will round to
either 0 or 1 whichever is closest and then get that whole value.
lua.wetgenes.gamecake.zone.scene.values.unpush
values:unpush()
Remove top pushed slot.
lua.wetgenes.gamecake.zone.system.items
Generic game objects, IE things that exist in game and can be interacted with by the players.
Some times these exist in world, sometimes they exist in bags or inventory etc so are not visible world objects.
As such this item always exists here and will be moved in and out of world objects as necessary.