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Update and rebuild docs

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Étienne Fildadut 2022-09-16 20:07:53 +09:00
parent 21679dde5c
commit 7ad5c2d641
19 changed files with 3026 additions and 949 deletions

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@ -44,6 +44,7 @@
<li><a href="../modules/ubiquitousse.html">ubiquitousse</a></li>
<li><a href="../modules/asset.html">asset</a></li>
<li><strong>ecs</strong></li>
<li><a href="../modules/input.html">input</a></li>
<li><a href="../modules/ldtk.html">ldtk</a></li>
<li><a href="../modules/scene.html">scene</a></li>
<li><a href="../modules/signal.html">signal</a></li>
@ -279,6 +280,10 @@ end
<td class="summary">Returns an iterator that iterate through the entties in this system, in order.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#System:get">System:get (i)</a></td>
<td class="summary">Get the <code>i</code>th entity in the system.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#System:clear">System:clear ()</a></td>
<td class="summary">Remove every entity from the system and its subsystems.</td>
</tr>
@ -410,7 +415,15 @@ end
<strong>scene (name[, systems={}[, entities={}]])</strong>
</dt>
<dd>
If <code>uqt.scene</code> is available, returns a new scene that will consist of a ECS world with the specified systems and entities.
If <code>uqt.scene</code> is available, returns a new scene that will consist of a ECS world with the specified systems and entities. </p>
<p> When suspending and resuming the scene, the <code>onSuspend</code> and <code>onResume</code> events will be emitted on the ECS world.</p>
<p> Note that since <code>uqt.scene</code> use <a href="https://www.lua.org/manual/5.1/manual.html#pdf-require">require</a> to load the scenes, the scenes files will be cached &ndash; including variables defined in them.
So if you store the entity list directly in a variable in the scene file, it will be reused every time the scene is entered, and will thus
be shared among the different execution of the scene. This may be problematic if an entity is modified by one scene instance, as it will affect others
(this should not be a problem with systems due to system instanciation). To avoid this issue, instead you would typically define entities through a
function that will recreate the entities on every scene load.
<h3>Requires:</h3>
<ul>
@ -427,13 +440,13 @@ end
the name of the new scene
</li>
<li><span class="parameter">systems</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>
list of systems to add to the world
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table/function</a></span>
list of systems to add to the world. If it is a function, it will be executed every time we enter the scene and returns the list of systems.
(<em>default</em> {})
</li>
<li><span class="parameter">entities</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>
list of entities to add to the world
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table/function</a></span>
list of entities to add to the world. If it is a function, it will be executed every time we enter the scene and returns the list of entities.
(<em>default</em> {})
</li>
</ul>
@ -1506,6 +1519,39 @@ avoid repeating your filters or allow controlling several system from a single p
</dd>
<dt>
<a name = "System:get"></a>
<strong>System:get (i)</strong>
</dt>
<dd>
Get the <code>i</code>th entity in the system.
This is a simple wrapper around <a href="../modules/ecs.html#System:iter">iter</a>; it <em>will</em> iterate over all the entities in the system in order until we reach the desired one.
Complexity: O(i)
</ul>
</ul>
</ul>
</ul>
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">i</span>
<span class="types"><span class="type">number</span></span>
the index of the entity
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../modules/ecs.html#Entity_objects">Entity</a></span>
the entity; <code>nil</code> if there is no such entity in the system
</ol>
</dd>
<dt>
<a name = "System:clear"></a>
@ -1683,7 +1729,7 @@ its sibling systems (i.e. completely stop the propagation of the event).</li>
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<i style="float:right;">Last updated 2021-12-27 17:22:39 </i>
<i style="float:right;">Last updated 2022-09-16 20:07:07 </i>
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