World
A World contains entities which have components. The World is queryable and can be used to get entities with a specific set of components and to perform different kinds of operations on them.
Functions
new
World
utilizes a class, meaning jecs allows you to create multiple worlds.
function World.new(): World
Example:
local world = jecs.World.new()
local myOtherWorld = jecs.World.new()
import { World } from "@rbxts/jecs";
const world = new World();
const myOtherWorld = new World();
Methods
entity
Creates a new entity. It accepts the overload to create an entity with a specific ID.
function World:entity<T>(
id: Entity<T>? -- The desired id
): Entity<T>
Example:
local entity = world:entity()
const entity = world.entity();
component
Creates a new component. Do note components are entities as well, meaning jecs allows you to add other components onto them.
These are meant to be added onto other entities through add
and set
function World:component<T>(): Entity<T> -- The new component.
Example:
local Health = world:component() :: jecs.Entity<number> -- Typecasting this will allow us to know what kind of data the component holds!
const Health = world.component<number>();
get
Returns the data present in the component that was set in the entity. Will return nil if the component was a tag or is not present.
function World:get<T>(
entity: Entity, -- The entity
id: Entity<T> -- The component ID to fetch
): T?
Example:
local Health = world:component() :: jecs.Entity<number>
local Entity = world:entity()
world:set(Entity, Health, 100)
print(world:get(Entity, Health))
-- Outputs:
-- 100
const Health = world.component<number>();
const Entity = world.entity();
world.set(Entity, Health, 100);
print(world.get(Entity, Health));
// Outputs:
// 100
has
Returns whether an entity has a component (ID). Useful for checking if an entity has a tag or if you don't care of the data that is inside the component.
function World:has(
entity: Entity, -- The entity
id: Entity<T> -- The component ID to check
): boolean
Example:
local IsMoving = world:component()
local Ragdolled = world:entity() -- This is a tag, meaning it won't contain data
local Health = world:component() :: jecs.Entity<number>
local Entity = world:entity()
world:set(Entity, Health, 100)
world:add(Entity, Ragdolled)
print(world:has(Entity, Health))
print(world:has(Entity, IsMoving)
print(world:get(Entity, Ragdolled))
print(world:has(Entity, Ragdolled))
-- Outputs:
-- true
-- false
-- nil
-- true
const IsMoving = world.component();
const Ragdolled = world.entity(); // This is a tag, meaning it won't contain data
const Health = world.component<number>();
const Entity = world.entity();
world.set(Entity, Health, 100);
world.add(Entity, Ragdolled);
print(world.has(Entity, Health));
print(world.has(Entity, IsMoving));
print(world.get(Entity, Ragdolled));
print(world.has(Entity, Ragdolled));
// Outputs:
// true
// false
// nil
// true
add
Adds a component (ID) to the entity. Useful for adding a tag to an entity, as this adds the component to the entity without any additional values inside
function World:add(
entity: Entity, -- The entity
id: Entity<T> -- The component ID to add
): void
INFO
This function is idempotent, meaning if the entity already has the id, this operation will have no side effects.
set
Adds or changes data in the entity's component.
function World:set(
entity: Entity, -- The entity
id: Entity<T>, -- The component ID to set
data: T -- The data of the component's type
): void
Example:
local Health = world:component() :: jecs.Entity<number>
local Entity = world:entity()
world:set(Entity, Health, 100)
print(world:get(Entity, Health))
world:set(Entity, Health, 50)
print(world:get(Entity, Health))
-- Outputs:
-- 100
-- 50
const Health = world.component<number>();
const Entity = world.entity();
world.set(Entity, Health, 100);
print(world.get(Entity, Health));
world.set(Entity, Health, 50);
print(world.get(Entity, Health));
// Outputs:
// 100
// 50
INFO
world:set(entity, component, value)
propagates that a change has happened for thes component on this entity, while mutating a value directly would not.
query
Creates a query
with the given components (IDs). Entities that satisfies the conditions of the query will be returned and their corresponding data.
function World:query(
...: Entity -- The components to query with
): Query
Example:
-- Entity could also be a component if a component also meets the requirements, since they are also entities which you can add more components onto
for entity, position, velocity in world:query(Position, Velocity) do
end
// Roblox-TS allows to deconstruct tuples on the act like if they were arrays!
// Entity could also be a component if a component also meets the requirements, since they are also entities which you can add more components onto
for (const [entity, position, velocity] of world.query(Position, Velocity) {
// Do something
}
INFO
Queries are uncached by default, this is generally very cheap unless you have high fragmentation from e.g. relationships.
target
Get the target of a relationship. This will return a target (second element of a pair) of the entity for the specified relationship. The index allows for iterating through the targets, if a single entity has multiple targets for the same relationship. If the index is larger than the total number of instances the entity has for the relationship or if there is no pair with the specified relationship on the entity, the operation will return nil.
function World:target(
entity: Entity, -- The entity
relation: Id, -- The relationship between the entity and the target
nth: number, -- The index
): Id? -- The target for the relationship at the specified index.
Example:
local function timers_count(world: types.World)
local timers = world
:query(jecs.pair(ct.Timer, jecs.w))
:without(ct.Destroy)
:cached()
return function(_, dt: number)
for entity in timers do
local index = 0
local nth = world:target(entity, ct.Timer, index)
while nth do
local timer = world:get(entity, jecs.pair(ct.Timer, nth))
local elapsed = timer.elapsed + dt
if elapsed >= timer.duration then
world:add(entity, ct.Destroy)
end
timer.elapsed = elapsed
end
end
end
end
const entity = world.entity();
print(world.contains(entity));
print(world.contains(1));
print(world.contains(2));
// Outputs:
// true
// true
// false
parent
Get parent (target of ChildOf relationship) for entity. If there is no ChildOf relationship pair, it will return nil.
function World:parent(
child: Entity -- The child ID to find the parent of
): Entity? -- Returns the parent of the child
This operation is the same as calling:
world:target(entity, jecs.ChildOf, 0)
contains
Checks if an entity or component (id) exists in the world.
function World:contains(
entity: Entity,
): boolean
Example:
local entity = world:entity()
print(world:contains(entity))
print(world:contains(1))
print(world:contains(2))
-- Outputs:
-- true
-- true
-- false
const entity = world.entity();
print(world.contains(entity));
print(world.contains(1));
print(world.contains(2));
// Outputs:
// true
// true
// false
remove
Removes a component (ID) from an entity
function World:remove<T>(
entity: Entity,
component: Id<T>
): void
Example:
local IsMoving = world:component()
local entity = world:entity()
world:add(entity, IsMoving)
print(world:has(entity, IsMoving))
world:remove(entity, IsMoving)
print(world:has(entity, IsMoving))
-- Outputs:
-- true
-- false
const IsMoving = world.component();
const entity = world.entity();
world.add(entity, IsMoving);
print(world.has(entity, IsMoving));
world.remove(entity, IsMoving);
print(world.has(entity, IsMoving));
// Outputs:
// true
// false
delete
Deletes an entity and all of its related components and relationships.
function World:delete(
entity: Entity
): void
Example:
local entity = world:entity()
print(world:has(entity))
world:delete(entity)
print(world:has(entity))
-- Outputs:
-- true
-- false
const entity = world.entity();
print(world.has(entity));
world.delete(entity);
print(world.has(entity));
// Outputs:
// true
// false
clear
Clears all of the components and relationships of the entity without deleting it.
function World:clear(
entity: Entity
): void
each
Iterate over all entities with the specified component. Useful when you only need the entity for a specific ID and you want to avoid creating a query.
function World:each(
component: Id -- The component ID
): () -> Entity
Example:
local id = world:component()
for entity in world:each(id) do
-- Do something
end
const id = world.component();
for (const entity of world.each(id)) {
// Do something
}
children
Iterate entities in root of parent
function World:children(
parent: Entity -- The parent entity
): () -> Entity
This is the same as calling:
world:each(pair(ChildOf, parent))
range
Enforces a check for entities to be created within a desired range.
function World:range(
range_begin: number -- The starting point,
range_end: number? -- The end point (optional)
)
Example:
world:range(1000, 5000) -- Entities will be created with IDs 1000-5000
local entity = world:entity()
print(entity) -- Will be >= 1000 and < 5000
world.range(1000, 5000) // Entities will be created with IDs 1000-5000
const entity = world.entity()
print(entity) // Will be >= 1000 and < 5000
parent
Gets the parent entity of the specified entity using the built-in ChildOf
relationship.
function World:parent(
entity: Entity
): Entity? -- Returns the parent entity or nil if no parent
Example:
local parent = world:entity()
local child = world:entity()
world:add(child, pair(jecs.ChildOf, parent))
local retrieved_parent = world:parent(child)
print(retrieved_parent == parent) -- true
const parent = world.entity()
const child = world.entity()
world.add(child, pair(jecs.ChildOf, parent))
const retrievedParent = world.parent(child)
print(retrievedParent === parent) // true
contains
Checks if an entity exists and is alive in the world.
function World:contains(
entity: Entity
): boolean
Example:
local entity = world:entity()
print(world:contains(entity)) -- true
world:delete(entity)
print(world:contains(entity)) -- false
const entity = world.entity()
print(world.contains(entity)) // true
world.delete(entity)
print(world.contains(entity)) // false
exists
Checks if the entity ID exists regardless of whether it is alive or not. Useful to know if the ID is occupied in the entity index.
function World:exists(
entity: Entity
): boolean
cleanup
Cleans up deleted entities and their associated data. This is automatically called by jecs, but can be called manually if needed.
function World:cleanup(): void
Example:
local entity = world:entity()
world:delete(entity)
-- Cleanup is usually automatic, but can be called manually
world:cleanup()
const entity = world.entity()
world.delete(entity)
// Cleanup is usually automatic, but can be called manually
world.cleanup()