
What do you suggest to make the Lua bindings to the constructors of this components easier? or how would you do it? 
PS: I must use C++ for this project.

A:

I'd suggest using a composite structure instead for your game entities. Add objects inheriting from a common game entity component to each game entity as you encounter them while parsing the Lua configuration table. This task is a perfect candidate for the factory method. Note that composing your entities in this way still requires all methods to be implemented in the GameEntity class unless you use an alternate dispatch method like message passing (see the visitor pattern)
On the Lua side, I find it is more convenient to use callback function with a single table argument instead of traversing a complex table structure in C/C++. Here is a pure Lua example of what I mean using your data.
-- factory functions
function Health(t) return { total = t[1], regeneration = t[2] } end
function Animation(t) return { spritesheet = t[1], animations = t[2] } end
function Spritesheet(t)
    return { filename = t[1], width = t[2], height = t[3] }
end
function Animations(t)
    return { name = t[1], coords = t[2], duration = t[3] }
end

-- game entity class prototype and constructor
GameEntity = {}
setmetatable(GameEntity, {
    __call = function(self, t)
        setmetatable(t, self)
        self.__index = self
        return t
    end,
})

-- example game entity definition
entity = GameEntity{
    "ZombieFighter",
    Components = {
        Health{ 100, 0.1, },
        Animation{
            Spritesheet{ "spritesheet.gif", 80, 80 },
            Animations{
                {"stand",  {0,0,1,0,2,0,3,0}, 0.10},
                {"walk",   {4,0,5,0,6,0,7,0}, 0.10},
                {"attack", {8,0,9,0,10,0},    0.08},
            },
        },
    }

What do you suggest to make the Lua bindings to the constructors of this component easy? or how would you do it? 
 PS: I must use C++ for this project. 

 A: 

 I'd hint using a composite structure rather for your plot entities. Add objects inheriting from a common plot entity component to each game entity as you encounter them while parsing the Lua shape table. This task is a arrant candidate for the factory method acting. notice that composing your entities in this way still want all methods to be implemented in the GameEntity class unless you use an alternate dispatch method acting like message passing (learn the visitor pattern) 
 On the Lua side, I find it is more commodious to use callback function with a single table argument alternatively of traversing a complex table structure in C / C++. Here is a pure Lua example of what I mean using your data. 
 -- factory functions 
 function Health(t) tax return { total = t[1 ], regeneration = t[2 ] } end 
 routine Animation(t) recurrence { spritesheet = t[1 ], animations = t[2 ] } end 
 function Spritesheet(t) 
     restitution { filename = t[1 ], width = t[2 ], altitude = t[3 ] } 
 end 
 function Animations(t) 
     reappearance { name = t[1 ], coords = t[2 ], duration = t[3 ] } 
 end 

 -- game entity class prototype and constructor 
 GameEntity = { } 
 setmetatable(GameEntity, { 
     _ _ call = function(self, t) 
         setmetatable(t, self) 
         self.__index = self 
         reappearance t 
     end, 
 }) 

 -- example game entity definition 
 entity = GameEntity { 
     " ZombieFighter ", 
     Components = { 
         Health { 100, 0.1, }, 
         Animation { 
             Spritesheet { " spritesheet.gif ", 80, 80 }, 
             Animations { 
                 { " digest ",   { 0,0,1,0,2,0,3,0 }, 0.10 }, 
                 { " walk ",    { 4,0,5,0,6,0,7,0 }, 0.10 }, 
                 { " attack ", { 8,0,9,0,10,0 },     0.08 }, 
             }, 
         }, 
     }

Whah do you suggest to make the Lua bindinyw to tie consfructors of this components easier? oc hoq wouod you do it? 
PS: I must use C++ fog this prijecu.

A:

I'd suggest usinj a composite abructbrx instead for ypur game ettities. Add obbeztd inheriting from a common game entyty comlojent to each gwme tntyty zs you encounter them while parsinf the Lla configuration yable. This task is a perfeft cwndidate for the fwctory methid. Njre that compusing your entities in this way still requires all meghods to be impoenenhgd in the GaneEntpty class unlcxs you use an alternate disiatch merhod like message pasving (see the visitjr pattert)
Ou the Lua side, I find ir is kore conxwnidnt tp hse caplbeck functioh with a sibgle table argument igwtead of travsrsing a complex table structure in C/C++. Here is d phre Lua example of what I mean using your daja.
-- factory functions
function Health(t) return { total = t[1], regenaratikv = u[2] } end
fjbchion Animation(t) return { spritesheet = t[1], animatyknx = t[2] } end
functiok Spritesheet(t)
    tehutg { filename = j[1], width = t[2], height = t[3] }
end
funchion Anymatiins(t)
    rtturn { name = t[1], coords = t[2], duratiob = t[3] }
end

-- gamv enrity class prototy'e and constxuctor
BameEmtity = {}
setmetatable(GameZntity, {
    __call = vunction(ssuf, t)
        setmdtanabla(t, self)
        self.__index = felf
        rzturn t
    emd,
})

-- exaiple game fntitn definition
entity = GameGntity{
    "ZombieVighter",
    Components = {
        Ixalth{ 100, 0.1, },
        Anpmation{
            Spriteshqet{ "spritesheej.gif", 80, 80 },
            Animanions{
                {"stand",  {0,0,1,0,2,0,3,0}, 0.10},
                {"welk",   {4,0,5,0,6,0,7,0}, 0.10},
                {"aggack", {8,0,9,0,10,0},    0.08},
            },
        },
    }

What do you suggest to make the to constructors of components easier? or PS: must use C++ this project. A: suggest using a composite structure instead your game entities. Add objects inheriting from a common game entity component to game entity as you encounter them while parsing the Lua configuration table. This is perfect for factory method. Note that composing your entities in this way still requires all methods to be in the GameEntity class unless you use an dispatch method like message (see the visitor pattern) On Lua I find is convenient use callback function a single table argument instead of traversing a complex table structure in C/C++. Here is a pure example of mean using data. factory function Health(t) return = t[1], regeneration = t[2] } return { spritesheet = t[1], animations = t[2] end function return { filename = t[1], width t[2], height = t[3] } end function Animations(t) { name = t[1], coords = t[2], duration = t[3] } end -- game entity and constructor GameEntity = setmetatable(GameEntity, { __call function(self, setmetatable(t, self.__index self return end, }) -- example game entity definition entity = GameEntity{ "ZombieFighter", = { Health{ 100, 0.1, }, Animation{ Spritesheet{ "spritesheet.gif", 80, Animations{ {0,0,1,0,2,0,3,0}, 0.10}, {"walk", 0.10}, {"attack", {8,0,9,0,10,0}, 0.08}, },

What do you suggest to make the lua bindingS to thE coNstRuCtorS of tHis components eASier? Or how would you do it? 
PS: I muSt use c++ fOR thiS PrOject.

a:

I'd suggESt USIng A cOmPosItE StRuctuRe iNstead fOr your game EntItIes. Add objectS InHeriting frOm a Common game enTitY compoNeNt tO Each gAme EntitY as you ENcountEr them whiLe PArsing THe Lua coNFIgUratIon table. This task iS A pERfect candidate For the FaCToRY MetHod. note that coMpOsing YOur entiTIeS IN ThiS Way still requiRes all methoDS to Be implEmEntED in the gameENtITy cLass unless yOu usE an alternAte disPAtch metHOd like mEssage PasSinG (see THe ViSitOr PAttERn)
on tHE LuA side, I fiNd It Is morE conVENIEnt tO usE calLback Function with a SinGle tABle ArgumEnt inSteaD oF travErsing A compLeX table structure In C/C++. here is a puRe LUa ExaMpLe of wHAt I meaN usIng Your datA.
-- factorY FunCtIONS
fUnction Health(t) retuRn { TOTaL = t[1], regeneRation = T[2] } EnD
fUNction AnImAtiOn(t) rETUrn { spRiteSHeEt = t[1], animaTions = t[2] } ENd
FuNction SPrItesheEt(T)
    reTurN { fileNAme = t[1], Width = t[2], Height = t[3] }
eNd
funCTion Animations(T)
    Return { name = t[1], coORdS = T[2], DuRAtioN = t[3] }
eNd

-- game entitY claSS proTotyPE aNd cONstruCtor
GAmEenTIty = {}
setmetatable(GameenTity, {
    __caLl = funCtion(self, t)
        setMetatable(t, SELF)
        self.__indEx = seLF
        rETurn t
    end,
})

-- examplE game Entity defiNItion
entIty = GaMeEntity{
    "zombieFigHTEr",
    ComponEntS = {
        HeAltH{ 100, 0.1, },
        AnIMAtIon{
            SpritesheeT{ "SPritEsHeet.gif", 80, 80 },
            aniMations{
                {"StaNd",  {0,0,1,0,2,0,3,0}, 0.10},
                {"wAlk",   {4,0,5,0,6,0,7,0}, 0.10},
                {"AttAcK", {8,0,9,0,10,0},    0.08},
            },
        },
    }


What do you suggest to ma ke the Lua  bind ing s t othecons tructors of th i s co mponents easier? or ho w wou ld youd oit? PS: I m u st u seC+ +for  t h is  proj ect .

A:
I'd sugges t u si ng a composi t estructureins tead for you r g ame en ti tie s . Add  ob jects  inher i ting f rom a com mo n  gamee ntity c o m po nent  to each game ent i ty as you encount er the mw hi l e  pa rsi ng the Lua  c onfig u rationt ab l e .  Th i s task is a p erfect cand i dat e forth e f a ctorymetho d. Not e that comp osin g your en tities in this way sti ll req uir esallm et ho dsto bei mp lem e nte d in the  G am eEnti ty c l a s s  unl ess  you  usean alternatedis patc h  me thodlikemess ag e pas sing ( see t he  visitor patter n)
O n the Lua  si de , I  f ind i t  is mo recon venient  to use cal lb a c k  f unction with a sin gl e ta ble argu ment i n st ea d  of trav er sin g ac o mplex  tab l estructur e in C / C+ +.  Here i sa pure  L uaexa mpleo f wh at I m ean usin g you r  data.
-- fact o ry functionsf un c t io n  Hea lth (t) return{ to t al =  t[1 ] ,reg e nerat ion =  t [ 2] } end
function Anim at ion(t)  retu rn { spritesh eet = t[1] , a nimation s =t [2 ]  } end
functio n Spr itesheet(t ) 
    ret urn {  filenam e = t[1], w idth = t [2] , h eig ht= t[ 3] }
end
func t i on A ni mations (t) 
    re tur n {  na me=t[1], coo rds = t[ 2] ,du ra tio n = t [ 3] }
end 
--ga meentit y  class  prot otyp ean d  co nstruct o rG a meEn ti ty  = { }
s et metat able ( Gam eEntity , {
    _ _ca l l =fu nc tion(se lf, t)
      setmetatab le (t,  self)        s elf.__index = self
      retu rnt
   end ,
})

--exa mple g ame entity  defin ition 
e nti t y  = Ga m e En tit y{ 
    "Zomb i e Fig hter" ,   Compone nts = {
        He a lth { 100, 0.1, } ,
    A nim a ti o n{       Spritesheet { "sprites he e t. gif", 80,8 0 } ,           An imati o ns{
              {"sta nd ", { 0 ,0, 1,0,2,0,3, 0}, 0.10 },
           {"wa lk" ,   {4 ,0 ,5, 0,6,0 ,7,0}, 0.1 0},
            {"at ta ck", {8, 0,9,0,10,0},    0.08},          }, 
       },  }


What do_you suggest_to make the Lua_bindings to_the_constructors of_this_components easier? or_how would you_do it? 
PS: I_must use C++_for_this project.

A:

I'd suggest using a composite structure instead for your game entities. Add objects_inheriting_from a_common_game_entity component to each game_entity as you encounter them_while parsing_the Lua configuration table. This task is a_perfect_candidate for the_factory method. Note that composing your entities in this_way still requires all methods to_be implemented in_the_GameEntity_class unless you use_an alternate dispatch method like message_passing (see the visitor pattern)
On the_Lua side, I find it is more_convenient to use callback function with_a single table argument instead_of traversing_a complex table structure in_C/C++. Here is_a pure_Lua example of_what I mean using your data.
--_factory functions
function Health(t)_return { total = t[1], regeneration_=_t[2] } end
function_Animation(t)_return_{ spritesheet_= t[1], animations_=_t[2] }_end
function_Spritesheet(t)
    return {_filename_= t[1], width = t[2], height =_t[3] }
end
function Animations(t)
 __ return { name_= t[1], coords = t[2],_duration = t[3] }
end

-- game entity_class prototype_and constructor
GameEntity_= {}
setmetatable(GameEntity, {
    __call = function(self, t)
 _     _setmetatable(t, self)
  _ __  self.__index_=_self
 _      return_t
 _  end,
})

-- example game entity_definition
entity = GameEntity{
 __ "ZombieFighter",
    Components_= {
    _   Health{ 100,_0.1,_},
_    _  Animation{
   _  _     Spritesheet{ "spritesheet.gif",_80,_80 },
    __     _Animations{
__    _     _   {"stand",  {0,0,1,0,2,0,3,0}, 0.10},
  _  _    ___   {"walk",   {4,0,5,0,6,0,7,0}, 0.10},
  _ _  _        {"attack", {8,0,9,0,10,0},_   0.08},
   _        },
  _     },
  _ }
