# HG changeset patch # User Steve Losh <steve@stevelosh.com> # Date 1470968333 0 # Node ID 1ce97acb6755ba7faab6cef16f217ce5e9988562 # Parent 65e9a71de7b0e21b5e35bb130c8ce0a109c6ddbe beast: Update site. diff -r 65e9a71de7b0 -r 1ce97acb6755 beast/reference/index.html --- a/beast/reference/index.html Thu Aug 11 04:57:15 2016 +0000 +++ b/beast/reference/index.html Fri Aug 12 02:18:53 2016 +0000 @@ -33,7 +33,6 @@ </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="#get-entity-function">GET-ENTITY (function)</a></li> <li><a href="#map-entities-function">MAP-ENTITIES (function)</a></li> </ul> </li> @@ -44,21 +43,62 @@ </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>(CREATE-ENTITY CLASS &REST INITARGS) +<div class="codehilite"><pre>(CREATE-ENTITY 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>(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>(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>(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>(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>(DEFINE-SYSTEM NAME-AND-OPTIONS ARGLIST @@ -67,41 +107,78 @@ </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>(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>(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> <h4 id="slot-id">Slot <code>ID</code></h4> <ul> <li>Allocation: <code>:INSTANCE</code></li> <li>Initform: <code>(INCF BEAST::*ENTITY-ID-COUNTER*)</code></li> <li>Reader: <code>ENTITY-ID</code></li> </ul> +<p>The unique ID of the entity. This may go away in the future.</p> <h4 id="slot-beastaspects">Slot <code>%BEAST/ASPECTS</code></h4> <ul> <li>Allocation: <code>:CLASS</code></li> <li>Initform: <code>NIL</code></li> </ul> +<p>A list of the aspects this entity class inherits. <strong>Don't touch this.</strong></p> <h3 id="entity-created-generic-function"><code>ENTITY-CREATED</code> (generic function)</h3> <div class="codehilite"><pre>(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>(ENTITY-DESTROYED ENTITY) </pre></div> -<h3 id="get-entity-function"><code>GET-ENTITY</code> (function)</h3> -<div class="codehilite"><pre>(GET-ENTITY ID) +<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>(MAP-ENTITIES FUNCTION &OPTIONAL (TYPE 'ENTITY)) </pre></div> -<h3 id="map-entities-function"><code>MAP-ENTITIES</code> (function)</h3> -<div class="codehilite"><pre>(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>