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@starikcetin
Created October 4, 2019 20:39
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// container component
// a constructor is automatically generated for a component that has the same order with field declaration
// for example, for position component following ctor is generated: (x, y, z)
component position
float x
float y
float z
// component with single field
component float health
// tag component
tag component destroyed
// event definition
event damageTaken
float damage
// entity generation
entity newSpaceship
postion = (10, 5, 6)
health = 100
// regular system
system positionSystem
// entity signature filters
all: position
any: x, y
none: z
// read component
pos = entity.position
// write component
entity.position = new pos
x: 5
y: 4
z: 3
entity.position = pos + (1, 2, 3)
// this is also possible
entity.position.x = 10
// this too
// if entity doesn't have a health, it will be added and then set
entity.health = 5
// add component
add destroyed to entity
add foo to entity
bar: baz
// remove component
remove position from entity
// raise an event
raise damageTaken
// sender -> target
fooEntity -> barEntity
// values
damage: 5
// reactive system
reactive system positionChangeSystem
// define which component this system reacts to
reacts to position
// entity signature filters
all: position
any: foo, bar
none: baz
oldPos = reaction.old
newPos = reaction.new
// event listener system
listener system damageTakenSystem
// define which event this system listens for
listens to damageTaken
// entity signature filters for the sender entity
sender:
all: position
// entity signature filters for the target entity
target:
all: position
// get the sender entity
sender = event.sender
// get the target entity
target = event.target
// read and operate on event values
origin.health -= event.damage
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Yes, the gameplay semantics are way off, this is more of a primer for how such a language would look like.

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