/Artemis-Cpp

A C++ port of Artemis Entity System Framework

Primary LanguageC++

Artemis C++

A C++ port of Artemis Entity System Framework.

The port was orignially written by Sidar Talei, in which he used several C++11 features such as deleted function, variadic templates, nullptr, etc… We wanted the framework to be portable, so we removed all C++11 feature usages.

Compiling

CMake

CMake is a cross-platform, open source build system. You can find more information about CMake here.

It is very simple to compile Artemis-Cpp using CMake. Just follow these steps:

  1. Install CMake in your system.
  2. Make sure you have cmake in your $PATH variable.
  3. Open a new terminal and go to Artemis-Cpp's folder.
  4. mkdir build.
  5. cd build.
  6. cmake ...
  7. make.
  8. sudo make install.
  9. Enjoy.

Mac OS X Framework

You can use Artemis-Cpp as a Framework for Mac OS X development using the Artemis.framework we provide or compile your own Framework using the XCode project inside the XCode folder.

PORTED CLASSES

  • Component
  • ComponentMapper
  • ComponentType
  • ComponentTypeManager
  • Entity
  • EntityProcessingSystem
  • EntitySystem
  • SystemBitManager
  • ImmutableBag
  • EntityManager
  • DelayedEntityProcessingSystem
  • DelayedEntitySystem
  • GroupManager
  • IntervalEntityProcessingSystem
  • IntervalEntitySystem
  • Manager
  • SystemManager
  • TagManager
  • utils
  • World
  • Bag

EXAMPLE

VelocityComponent and PositionComponent.

class VelocityComponent : public artemis::Component {
public:
    float velocityX;
    float velocityY;

    VelocityComponent(float velocityX, float velocityY)
    {
        this->velocityX = velocityX;
        this->velocityY = velocityY;
    };
};

class PositionComponent : public artemis::Component
{

public:
    float posX;
    float posY;
    PositionComponent(float posX, float posY)
    {
        this->posX = posX;
        this->posY = posY;
    };
};

MovementSystem updates positions base on velocities

class MovementSystem : public artemis::EntityProcessingSystem {
private:
    artemis::ComponentMapper<MovementComponent> velocityMapper;
    artemis::ComponentMapper<PositionComponent> positionMapper;

public:
    MovementSystem() {
        addComponentType<VelocityComponent>();
        addComponentType<PositionComponent>();
    };

    virtual void initialize() {
        velocityMapper.init(*world);
        positionMapper.init(*world);
    };

    virtual void processEntity(artemis::Entity &e) {
        positionMapper.get(e)->posX += velocityMapper.get(e)->velocityX * world->getDelta();
        positionMapper.get(e)->posY += velocityMapper.get(e)->velocityY * world->getDelta();
    };

};

Usage:

int main(int argc, char **argv) {

    artemis::World world;
    artemis::SystemManager * sm = world.getSystemManager();
    MovementSystem * movementsys = (MovementSystem*)sm->setSystem(new MovementSystem());
    artemis::EntityManager * em = world.getEntityManager();

    sm->initializeAll();

    artemis::Entity & player = em->create();

    player.addComponent(new MovementComponent(2,4));
    player.addComponent(new PositionComponent(0,0));
    player.refresh();

    PositionComponent * comp = (PositionComponent*)player.getComponent<PositionComponent>();

    while(true){

        world.loopStart();
        world.setDelta(0.0016f);
        movementsys->process();

        std::cout << "X:"<< comp->posX << std::endl;
        std::cout << "Y:"<< comp->posY << std::endl;
        Sleep(160);
    }

    return 0;
}

LOGS

  • Dec 10, 2012:
    • Fixed bug: calling Bag.get(index) not returning NULL when index > bag's size, which leads to memory violation when the number of entities becomes greater than initialized entities bag size.
  • Nov 15, 2012:
    • Fixed bug: memory leak when add a component to an entity who already had this component.
  • Sept 11, 2012:
    • Fixed critical bug: deleting World doesn't delete/reset all neccessary data, which will lead to memory violation when a World is deleted and a new one is created.
  • Sept 12, 2012:
    • Removed all C++11 feature usages.

LISENCE

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