Common update:
-added multiple new function to allocate template and add entity -updated README.md (complete initial version) -empty components now don't take memory -fixedd small bug with TestRunner -added many new tests (HashMap, Vector, EntityMeta, ...) -added default hashing function to HashMap -fixed critical bug with adding entities -fixed small bug with adding entity with remplacement components -added asserts into code to better bug detection -small performance improvement for events -added ComponentRef structure which contain data pointer and componentID -remove EntityID from Event structure -now events are handled before removing entiteis -fixed GDC compilation -fixed rendering of rotated sprites -added weapons as separate entities to space ship and others -added Tower enemy to SpaceInvaders demo -added Boss to SpaceInvaders demo (boss has four tower attached to it) -Boss towers shoot multiple bullets upon death -fixed critical bug with demos switching -fixed critical bug related to adding/removing entities form inside onAdd/onRemove entity callback -added animation support -added particles sypport and particles for firing and explostions, and more -multithreaded rendering now has same rendering order as singlethreaded -application automaticallu detect host CPU threads count -added upgrades to SPaceInvaders demo -fixed texture memory freeing -improved documentation -improved multithreaded performance -improve shader code -fixed registration issue -some additional performance improvements -added depth and colors to rendering parameters -jobs now has names corresponding to their systems -change execute() -> willExecute() -added EntityMeta structure to speedup getting fetching components form entity -improved multithreading rendering -added possibility tio change number of threads runtime -added bullets collision detection in SpaceInvaders demo -some CI changes -added VBO batch rendering (current default, no render mode switch yet) -fixed camera positioning calculation -fixed buffer issue with WebGL -added viewport scalling (at least 300 pixels height). Pixels are scalled if screen is bigger. -center demos gameplay area -added fullpage html template for Emscripten build -added many new sprites to atlas -fixed critical bug with CPU usage in multithreaded mode -snake render tile coresponding to body part -snake is destroyed after collision and emit some particles -added some functionality to vectors -fixed documentation issue in Manager.d -more minor code changes and cleanup
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62 changed files with 5918 additions and 1673 deletions
142
tests/bugs.d
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142
tests/bugs.d
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module tests.bugs;
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import tests.basic;
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import bubel.ecs.core;
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import bubel.ecs.manager;
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import bubel.ecs.system;
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import bubel.ecs.attributes;
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version(GNU)
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{
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pragma(inline, true) T[n] staticArray(T, size_t n)(auto ref T[n] a)
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{
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return a;
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}
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}
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else import std.array : staticArray;
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@("Bug0001")
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unittest
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{
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struct Event1
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{
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mixin ECS.Event;
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EntityID id;
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}
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struct Event2
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{
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mixin ECS.Event;
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}
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struct System1
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{
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mixin ECS.System;
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struct EntitiesData
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{
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CInt[] int_;
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}
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EntityTemplate* tmpl;
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EntityID id;
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void onCreate()
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{
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tmpl = gEM.allocateTemplate([CInt.component_id, CLong.component_id].staticArray);
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}
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void onDestroy()
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{
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gEM.freeTemplate(tmpl);
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}
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void handleEvent(Entity* entity, Event1 event)
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{
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gEM.removeEntity(event.id);
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gEM.sendEvent(entity.id,Event2());
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}
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void handleEvent(Entity* entity, Event2 event)
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{
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id = gEM.addEntity(tmpl).id;
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}
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}
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struct System2
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{
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mixin ECS.System;
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struct EntitiesData
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{
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Entity[] entity;
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}
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///check if every entity was removed correctly
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void onUpdate(EntitiesData data)
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{
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assert(0);
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}
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}
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struct System3
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{
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mixin ECS.System;
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struct EntitiesData
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{
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uint length;
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Entity[] entity;
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}
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///remove every entity
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void onUpdate(EntitiesData data)
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{
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foreach(i;0..data.length)gEM.removeEntity(data.entity[i].id);
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}
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}
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gEM.initialize(0);
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gEM.beginRegister();
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gEM.registerComponent!CInt;
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gEM.registerComponent!CFloat;
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gEM.registerComponent!CDouble;
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gEM.registerComponent!CLong;
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gEM.registerComponent!CShort;
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gEM.registerComponent!CFlag;
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gEM.registerEvent!Event1;
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gEM.registerEvent!Event2;
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gEM.registerSystem!System1(0);
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gEM.registerSystem!System2(-200);
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gEM.registerSystem!System3(-200);
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gEM.endRegister();
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EntityTemplate* tmpl = gEM.allocateTemplate([CInt.component_id, CLong.component_id].staticArray);
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EntityID id = gEM.addEntity(tmpl,[CLong(10).ref_, CInt(6).ref_].staticArray).id;
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EntityID id2 = gEM.addEntity(tmpl,[CInt(4).ref_].staticArray).id;
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gEM.freeTemplate(tmpl);
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gEM.commit();
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gEM.sendEvent(id2, Event1(id));
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gEM.getSystem(System2.system_id).disable();
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gEM.begin();
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gEM.update();
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gEM.end();
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gEM.getSystem(System2.system_id).enable();
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gEM.begin();
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gEM.update();
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gEM.end();
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gEM.destroy();
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}
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