Lutes internals¶
Manager¶
- class lutes.Manager¶
Manager handles entities and their components.
- add_component(entity, component)¶
Add a component to an entity
- add_system(system)¶
Add system to the world
- create_entity()¶
Create an entity in the world and return its identifier.
Return type: entity
- dispatch_event(event, data)¶
Dispatch an event to all subscribers
Parameters: - event – event name as string
- data – data that will be passed to subscribers
- get_component(entity, component)¶
Get an entity’s component by its type Returns None if no component of given type was found
Return type: component or None
- has_component(entity, component)¶
Check that given entity has component
- init()¶
Initialize systems
- remove_component(entity, component)¶
Remove a component from an entity
- remove_entity(entity)¶
Remove an entity from the world
- remove_system(system)¶
Remove a system from the world
- subscribe(event, callback)¶
Subscribe a callback to an event
Parameters: - event – event name as string
- callback – callable
- update(delta)¶
Update every system
Parameters: delta – time elpased since last update
System¶
- class lutes.System(priority=99)¶
A system handles a set of components. It is responsible for updating them.
- entities = None¶
Entities handled by the system
- handled_components = None¶
Components the system needs to update entites
- init()¶
Initialize the system
- priority = None¶
System priority, lower is updated first
- update(delta)¶
Update entities
Parameters: delta – time elapsed since last update