A lightweight and easy to use entity component system with an effective feature set for making games.
// Components are simple classes.
class Position { public int X, Y; }
class Velocity { public int X, Y; }
// Systems add all the functionality to the Entity Component System.
// Usually, you would run them from within your game loop.
public class MoveSystem : ISystem
{
public World World { get; set; }
public void Run()
{
// iterate sets of components.
foreach(var (pos, vel) in World.Query<Position, Velocity>().Build())
{
pos.X += vel.X;
pos.Y += vel.Y;
}
}
}
public void Run()
{
// Spawn a new entity into the world and store the id for later use
Entity entity = World.Spawn().Id();
// Despawn an entity.
World.Despawn(entity);
}
public void Run()
{
// Spawn an entity with components
Entity entity = World.Spawn()
.Add(new Position())
.Add(new Velocity { X = 5 })
.Add<Tag>()
.Id();
// Change an Entities Components
World.On(entity).Add(new Name { Value = "Bob" }).Remove<Tag>();
}
// Like components, relations are classes.
class Apples { }
class Likes { }
class Owes { public int Amount; }
public void Run()
{
var bob = World.Spawn().Id();
var frank = World.Spawn().Id();
// Relations consist of components, associated with a "target".
// The target can either be another component, or an entity.
World.On(bob).Add<Likes>(typeof(Apples));
// Component ^^^^^^^^^^^^^^
World.On(frank).Add(new Owes { Amount = 100 }, bob);
// Entity ^^^
// if you want to know if an entity has a component
bool doesBobHaveApples = World.HasComponent<Apples>(bob);
// if you want to know if an entity has a relation
bool doesBobLikeApples = World.HasComponent<Likes>(bob, typeof(Apples));
// Or get it directly.
// In this case, we retrieve the amount that Frank owes Bob.
var owes = World.GetComponent<Owes>(frank, bob);
Console.WriteLine($"Frank owes Bob {owes.Amount} dollars");
}
public void Run()
{
// With queries, we can get a list of components that we can iterate through.
// A simple query looks like this
var query = World.Query<Position, Velocity>().Build();
// Now we can loop through these components
foreach(var (pos, vel) in query)
{
pos.Value += vel.Value;
}
// You can create more complex, expressive queries with additional method chaining.
// Here, we request every entity that has a Name component, owes money to Bob and does not have the Dead tag.
var appleLovers = world.Query<Entity, Name>().Has<Owes>(bob).Not<Dead>().Build();
// Note that we only get the components inside Query<>.
// Has<T>, Not<T> and Any<T> only filter, but we don't actually get T int he loop.
foreach(var (entity, name) in query)
{
Console.WriteLine($"Entity {entity} with name {name.Value} owes bob money and is still alive.")
}
}
// Triggers are also just classes and very similar to components.
// They act much like a simplified, ECS version of C# events.
class MyTrigger { }
public void Run()
{
// You can send a bunch of triggers inside of a system.
World.Send(new MyTrigger());
World.Send(new MyTrigger());
World.Send(new MyTrigger());
// In any system, including the origin system, you can now receive these triggers.
foreach (var t in World.Receive<T>(this))
{
Console.WriteLine("It's a trigger!");
}
// Output:
// It's a trigger!
// It's a trigger!
// It's a trigger!
// NOTE: Triggers live until the end of the next frame, to make sure every system receives them.
// Each trigger is always received exactly ONCE per system.
}
// A world is a container for different kinds of data like entities & components.
World world = new World();
// Create an instance of your system.
var moveSystem = new MoveSystem();
// Run the system.
// The system will match all entities of the world you enter as the parameter.
moveSystem.Run(world);
// You can run a system as many times as you like.
moveSystem.Run(world);
moveSystem.Run(world);
moveSystem.Run(world);
// Usually, systems are run once a frame, inside your game loop.
// You can create system groups, which bundle together multiple systems.
SystemGroup group = new SystemGroup();
// Add any amount of systems to the group.
group.Add(new SomeSystem())
.Add(new SomeOtherSystem())
.Add(new AThirdSystem());
// Running a system group will run all of its systems in the order they were added.
group.Run(world);
// In this example, we are using the Godot Engine.
using Godot;
using RelEcs;
using World = RelEcs.World; // Godot also has a World class, so we need to specify this.
public class GameLoop : Node
{
World world = new World();
SystemGroup initSystems = new SystemGroup();
SystemGroup runSystems = new SystemGroup();
SystemGroup cleanupSystems = new SystemGroup();
// Called once on node construction.
public GameLoop()
{
// Add your initialization systems.
initSystem.Add(new SomeSpawnSystem());
// Add systems that should run every frame.
runSystems.Add(new PhysicsSystem())
.Add(new AnimationSystem())
.Add(new PlayerControlSystem());
// Add systems that are called once when the Node is removed.
cleanupSystems.Add(new DespawnSystem());
}
// Called every time the node is added to the scene.
public override void _Ready()
{
// Run the init systems.
initSystems.Run(world);
}
// Called every frame. Delta is time since the last frame.
public override void _Process(float delta)
{
// Run the run systems.
runSystems.Run(world);
// IMPORTANT: For RelEcs to work properly, we need to tell the world when a frame is done.
// For that, we call Tick() on the world, at the end of the function.
world.Tick();
}
// Called when the node is removed from the SceneTree.
public override void _ExitTree()
{
// Run the cleanup systems.
cleanupSystems.Run(world);
}
}