beast/reference/index.html @ de312656c9d5
adopt: Update site.
| author | Steve Losh <steve@stevelosh.com> |
|---|---|
| date | Sat, 18 May 2019 13:35:56 -0400 |
| parents | f3fc28996523 |
| children | 4fd427fcd0a2 |
<!DOCTYPE html> <html> <head> <meta charset="utf-8"/> <title> API Reference / beast</title> <link rel="stylesheet" href="../_dmedia/pygments-clean.css"/> <link rel="stylesheet/less" type="text/css" href="../_dmedia/style.less"/> <script src="../_dmedia/less.js" type="text/javascript"> </script> </head> <body class="content"> <div class="wrap"> <header><h1><a href="..">beast</a></h1></header> <div class="markdown"> <h1 id="api-reference"><a href="">API Reference</a></h1><p>The following is a list of all user-facing parts of Beast.</p> <p>If there are backwards-incompatible changes to anything listed here, they will be noted in the changelog and the author will feel bad.</p> <p>Anything not listed here is subject to change at any time with no warning, so don't touch it.</p> <div class="toc"> <ul> <li><a href="#package-beast">Package BEAST</a><ul> <li><a href="#clear-entities-function">CLEAR-ENTITIES (function)</a></li> <li><a href="#create-entity-function">CREATE-ENTITY (function)</a></li> <li><a href="#define-aspect-macro">DEFINE-ASPECT (macro)</a></li> <li><a href="#define-entity-macro">DEFINE-ENTITY (macro)</a></li> <li><a href="#define-system-macro">DEFINE-SYSTEM (macro)</a></li> <li><a href="#destroy-entity-function">DESTROY-ENTITY (function)</a></li> <li><a href="#entity-class">ENTITY (class)</a></li> <li><a href="#entity-created-generic-function">ENTITY-CREATED (generic function)</a></li> <li><a href="#entity-destroyed-generic-function">ENTITY-DESTROYED (generic function)</a></li> <li><a href="#map-entities-function">MAP-ENTITIES (function)</a></li> </ul> </li> </ul></div> <h2 id="package-beast">Package <code>BEAST</code></h2> <h3 id="clear-entities-function"><code>CLEAR-ENTITIES</code> (function)</h3> <div class="codehilite"><pre><span/>(CLEAR-ENTITIES) </pre></div> <p>Destroy all entities.</p> <p><code>destroy-entity</code> will be called for each entity.</p> <p>Returns a list of all the destroyed entites.</p> <h3 id="create-entity-function"><code>CREATE-ENTITY</code> (function)</h3> <div class="codehilite"><pre><span/>(CREATE-ENTITY CLASS &REST INITARGS) </pre></div> <p>Create an entity of the given entity class and return it.</p> <p><code>initargs</code> will be passed along to <code>make-instance</code>.</p> <p>The <code>entity-created</code> generic function will be called just before returning the entity.</p> <h3 id="define-aspect-macro"><code>DEFINE-ASPECT</code> (macro)</h3> <div class="codehilite"><pre><span/>(DEFINE-ASPECT NAME &REST FIELDS) </pre></div> <p>Define an aspect class.</p> <p><code>name</code> should be a symbol that will become the name of the class.</p> <p><code>fields</code> should be zero or more field definitions. Each field definition can be a symbol (the field name), or a list of the field name and extra CLOS slot options.</p> <p>Field names will have the aspect name and a slash prepended to them to create the slot names. <code>:initarg</code> and <code>:accessor</code> slot options will also be automatically generated.</p> <p>Example:</p> <div class="codehilite"><pre><span/>(define-aspect edible energy (taste :initform nil)) => (defclass edible () ((edible/energy :initarg :edible/energy :accessor edible/energy) (edible/taste :initarg :edible/taste :accessor edible/taste :initform nil))) </pre></div> <h3 id="define-entity-macro"><code>DEFINE-ENTITY</code> (macro)</h3> <div class="codehilite"><pre><span/>(DEFINE-ENTITY NAME ASPECTS &REST SLOTS) </pre></div> <p>Define an entity class.</p> <p><code>name</code> should be a symbol that will become the name of the class.</p> <p><code>aspects</code> should be a list of the aspects this entity should inherit from.</p> <p><code>slots</code> can be zero or more extra CLOS slot definitions.</p> <p>Examples:</p> <div class="codehilite"><pre><span/>(define-entity potion (drinkable)) (define-entity cheese (edible visible) (flavor :accessor cheese-flavor :initarg :flavor)) </pre></div> <h3 id="define-system-macro"><code>DEFINE-SYSTEM</code> (macro)</h3> <div class="codehilite"><pre><span/>(DEFINE-SYSTEM NAME-AND-OPTIONS ARGLIST &BODY BODY) </pre></div> <p>Define a system.</p> <p><code>name-and-options</code> should be a list of the system name (a symbol) and any system options. A bare symbol can be used if no options are needed.</p> <p><code>arglist</code> should be a list of system arguments. Each argument should be a list of the argument name and zero or more aspect/entity classes.</p> <p>Defining a system <code>foo</code> defines two functions:</p> <ul> <li><code>foo</code> runs <code>body</code> on a single entity and should only be used for debugging, tracing, or disassembling.</li> <li><code>run-foo</code> should be called to run the system on all applicable entities.</li> </ul> <p>Available system options:</p> <ul> <li><code>:inline</code>: when true, try to inline the system function into the system-running function to avoid the overhead of a function call for every entity. Defaults to <code>nil</code>.</li> </ul> <p>Examples:</p> <div class="codehilite"><pre><span/>(define-system age ((entity lifetime)) (when (> (incf (lifetime/age entity)) (lifetime/lifespan entity)) (destroy-entity entity))) </pre></div> <h3 id="destroy-entity-function"><code>DESTROY-ENTITY</code> (function)</h3> <div class="codehilite"><pre><span/>(DESTROY-ENTITY ENTITY) </pre></div> <p>Destroy <code>entity</code> and return it.</p> <p>The <code>entity-destroyed</code> generic function will be called after the entity has been destroyed and unindexed.</p> <h3 id="entity-class"><code>ENTITY</code> (class)</h3> <p>A single entity in the game world.</p> <h3 id="entity-created-generic-function"><code>ENTITY-CREATED</code> (generic function)</h3> <div class="codehilite"><pre><span/>(ENTITY-CREATED ENTITY) </pre></div> <p>Called after an entity has been created and indexed.</p> <p>The default method does nothing, but users can implement their own auxillary methods to run code when entities are created.</p> <h3 id="entity-destroyed-generic-function"><code>ENTITY-DESTROYED</code> (generic function)</h3> <div class="codehilite"><pre><span/>(ENTITY-DESTROYED ENTITY) </pre></div> <p>Called after an entity has been destroyed and unindexed.</p> <p>The default method does nothing, but users can implement their own auxillary methods to run code when entities are destroyed.</p> <h3 id="map-entities-function"><code>MAP-ENTITIES</code> (function)</h3> <div class="codehilite"><pre><span/>(MAP-ENTITIES FUNCTION &OPTIONAL (TYPE 'ENTITY)) </pre></div> <p>Map <code>function</code> over all entities that are subtypes of <code>type</code>.</p> <p>Normally you should run code on entities using systems, but this function can be handy for debugging purposes.</p> </div> <footer><p><i>Made with Lisp and love by <a href="http://stevelosh.com/">Steve Losh</a> in Reykjavík, Iceland.</i></p> <script> (function(i,s,o,g,r,a,m){i['GoogleAnalyticsObject']=r;i[r]=i[r]||function(){ (i[r].q=i[r].q||[]).push(arguments)},i[r].l=1*new Date();a=s.createElement(o), m=s.getElementsByTagName(o)[0];a.async=1;a.src=g;m.parentNode.insertBefore(a,m) })(window,document,'script','//www.google-analytics.com/analytics.js','ga'); ga('create', 'UA-15328874-3', 'auto'); ga('send', 'pageview'); </script></footer> </div> </body> </html>