]>
Commit | Line | Data |
---|---|---|
1bd778d2 | 1 | 'use strict'; |
a2949b6a BB |
2 | |
3 | /* | |
4 | Serpentity is a simple entity framework inspired by Ash. | |
5 | ||
6 | Usage: | |
7 | ||
1bd778d2 | 8 | let Serpentity = require('serpentity'); |
a2949b6a BB |
9 | |
10 | ## Instantiating an engine | |
11 | ||
1bd778d2 | 12 | let engine = Serpentity(); |
a2949b6a BB |
13 | |
14 | Add entities or systems, systems are added with a priority (the smaller | |
15 | the number, the earlier it will be called): | |
16 | ||
17 | engine.addEntity(entityFactory()); | |
18 | engine.addSystem(new GameSystem(), priority); | |
19 | ||
20 | Update all systems: | |
21 | ||
22 | engine.update(dt); | |
23 | ||
24 | Remove entities or systems: | |
25 | ||
26 | engine.removeEntity(entityReference); | |
27 | engine.removeSystem(systemReference); | |
28 | ||
29 | ## Creating Entities | |
30 | ||
31 | Entities are the basic object of Serpentity, and they do nothing. | |
32 | ||
1bd778d2 | 33 | let entity = new Serpentity.Entity(); |
a2949b6a BB |
34 | |
35 | All the behavior is added through components | |
36 | ||
37 | ## Creating Components | |
38 | ||
39 | Components define data that we can add to an entity. This data will | |
40 | eventually be consumed by "Systems" | |
41 | ||
1bd778d2 BB |
42 | let PositionComponent = class PositionComponent extends Serpentity.Component { |
43 | constructor (config) { | |
44 | this.x = 0; | |
45 | this.y = 0; | |
46 | ||
47 | super(config); | |
48 | } | |
49 | }; | |
a2949b6a BB |
50 | |
51 | You can add components to entities by using the add method: | |
52 | ||
509e372f | 53 | entity.addComponent(new PositionComponent()); |
a2949b6a BB |
54 | |
55 | ||
56 | Systems can refer to entities by requesting nodes. | |
57 | ||
58 | ## Working with Nodes | |
59 | ||
60 | Nodes are sets of components that you define, so your system can require | |
61 | entities that always follow the API defined in the node. | |
62 | ||
1bd778d2 BB |
63 | let MovementNode = class MovementNode extends Serpentity.Node; |
64 | MovementNode.position = PositionComponent; | |
65 | MovementNode.motion = MotionComponent; | |
a2949b6a BB |
66 | |
67 | You can then request an array of all the nodes representing entities | |
68 | that comply with that API | |
69 | ||
70 | engine.getNodes(MovementNode); | |
71 | ||
72 | ## Creating Systems | |
73 | ||
74 | Systems are called on every update, and they use components through nodes. | |
75 | ||
1bd778d2 BB |
76 | let TestSystem = class TestSystem extends Serpentity.System { |
77 | added (engine){ | |
78 | this.nodeList = engine.getNodes(MovementNode); | |
79 | }, | |
80 | removed (engine){ | |
81 | this.nodeList = undefined; | |
82 | } | |
83 | update (dt){ | |
84 | let node; | |
85 | for (node of this.nodeList) { | |
86 | console.log(`Current position is: ${node.position.x},${node.position.y}`); | |
a2949b6a | 87 | } |
1bd778d2 BB |
88 | } |
89 | }; | |
a2949b6a BB |
90 | |
91 | ## That's it | |
92 | ||
93 | Just run `engine.update(dt)` in your game loop :D | |
94 | ||
95 | */ | |
1bd778d2 BB |
96 | let Serpentity = class Serpentity { |
97 | ||
98 | constructor (config) { | |
99 | this.systems = []; | |
100 | this.entities = []; | |
101 | this._nodeCollections = []; | |
102 | this._nodeCollectionKeys = []; | |
103 | ||
104 | Object.assign(this, config || {}); | |
105 | } | |
106 | ||
107 | /* | |
108 | * Adds a system to the engine, so its update method will be called | |
109 | * with the others. Triggers added hook. | |
110 | * | |
111 | * returns true if added succesfully, false if already added | |
112 | */ | |
113 | addSystem (system, priority) { | |
114 | let lastIndex, found; | |
115 | ||
116 | if (this.systems.indexOf(system) >= 0) { | |
117 | return false; | |
118 | } | |
119 | ||
120 | system.priority = priority; | |
121 | ||
122 | found = false; | |
123 | lastIndex = 0; | |
124 | ||
125 | this.systems.some(function findPriority(existingSystem, i) { | |
126 | lastIndex = i; | |
127 | if (existingSystem.priority >= system.priority) { | |
128 | found = true; | |
129 | return true; | |
130 | } | |
131 | }); | |
132 | ||
133 | if (!found) { | |
134 | lastIndex += 1; | |
135 | } | |
136 | ||
137 | this.systems.splice(lastIndex, 0, system); | |
138 | system.added(this); | |
139 | return true; | |
140 | } | |
141 | ||
142 | /* | |
143 | * Removes a system from the engine, so its update method will no | |
144 | * longer will be called. Triggers the removed hook. | |
145 | * | |
146 | * returns true if removed succesfully, false if already added | |
147 | */ | |
148 | removeSystem (system) { | |
149 | let position; | |
150 | ||
151 | position = this.systems.indexOf(system); | |
152 | if (position >= 0) { | |
153 | this.systems[position].removed(this); | |
154 | this.systems.splice(position, 1); | |
155 | return true; | |
156 | } | |
157 | ||
158 | return false; | |
159 | } | |
160 | ||
161 | /* | |
162 | * Adds an entity to the engine, adds to existing node collections | |
163 | * | |
164 | * returns true if added, false if already there | |
165 | */ | |
166 | addEntity (entity) { | |
167 | if (this.entities.indexOf(entity) >= 0) { | |
168 | return false; | |
169 | } | |
170 | this.entities.push(entity); | |
171 | ||
172 | this._nodeCollections.forEach(function (collection) { | |
173 | collection.add(entity); | |
174 | }); | |
175 | ||
176 | return true; | |
177 | } | |
178 | ||
179 | /* | |
180 | * Removes entity from system, removing from all node collections | |
181 | * | |
182 | * returns true if removed, false if not present | |
183 | */ | |
184 | removeEntity (entity) { | |
185 | let position; | |
186 | ||
187 | position = this.entities.indexOf(entity); | |
188 | if (position >= 0) { | |
189 | this._nodeCollections.forEach(function (collection) { | |
190 | collection.remove(entity); | |
191 | }); | |
192 | ||
193 | this.entities.splice(position, 1); | |
194 | return true; | |
a2949b6a | 195 | } |
1bd778d2 BB |
196 | |
197 | return false; | |
198 | } | |
199 | ||
200 | /* | |
201 | * Given a Node Class, retrieves a list of all the nodes for each | |
202 | * applicable entity. | |
203 | */ | |
204 | getNodes (nodeType) { | |
205 | let position, nodeCollection; | |
206 | ||
207 | position = this._nodeCollectionKeys.indexOf(nodeType); | |
208 | ||
209 | if (position >= 0) { | |
210 | return this._nodeCollections[position].nodes; | |
211 | } | |
212 | ||
213 | nodeCollection = new Serpentity.NodeCollection({ | |
214 | type : nodeType | |
215 | }); | |
216 | ||
217 | this._nodeCollectionKeys.push(nodeType); | |
218 | this._nodeCollections.push(nodeCollection); | |
219 | ||
220 | this.entities.forEach(function (entity) { | |
221 | nodeCollection.add(entity); | |
222 | }); | |
223 | ||
224 | return nodeCollection.nodes; | |
225 | } | |
226 | ||
227 | /* | |
228 | * Calls update for every loaded system. | |
229 | */ | |
230 | update (dt) { | |
231 | this.systems.forEach(function (system) { | |
232 | system.update(dt); | |
233 | }); | |
234 | } | |
235 | }; | |
236 | ||
237 | // Add namespaced objects. | |
238 | if (typeof module !== 'undefined' && this.module !== module) { | |
239 | Serpentity.Component = require('./serpentity/component.js'); | |
240 | Serpentity.Entity = require('./serpentity/entity.js'); | |
241 | Serpentity.Node = require('./serpentity/node.js'); | |
242 | Serpentity.NodeCollection = require('./serpentity/node_collection.js'); | |
243 | Serpentity.System = require('./serpentity/system.js'); | |
244 | ||
245 | module.exports = Serpentity; | |
246 | } else { | |
247 | window.Serpentity = Serpentity; | |
a2949b6a BB |
248 | } |
249 | ||
1bd778d2 BB |
250 | 'use strict'; |
251 | ||
252 | /* global Serpentity */ | |
253 | ||
a2949b6a BB |
254 | /* |
255 | * The entity gives the entity framework its name. It exists only | |
256 | * to hold components. | |
257 | */ | |
1bd778d2 BB |
258 | |
259 | let Entity = class Entity { | |
260 | constructor (config) { | |
261 | this._componentKeys = []; | |
262 | this._components = []; | |
263 | ||
264 | Object.assign(this, config || {}); | |
265 | } | |
266 | ||
267 | /* | |
268 | * Adds a component to the entity. | |
269 | * | |
270 | * returns true if added, false if already present | |
271 | */ | |
272 | addComponent (component) { | |
273 | if (this._componentKeys.indexOf(component.constructor) >= 0) { | |
274 | return false; | |
a2949b6a | 275 | } |
1bd778d2 BB |
276 | this._componentKeys.push(component.constructor); |
277 | this._components.push(component); | |
278 | return true; | |
279 | } | |
280 | ||
281 | /* | |
282 | * returns true if component is included, false otherwise | |
283 | */ | |
284 | hasComponent (componentClass) { | |
285 | if (this._componentKeys.indexOf(componentClass) >= 0) { | |
286 | return true; | |
287 | } | |
288 | return false; | |
289 | } | |
290 | ||
291 | /* | |
292 | * returns the component associated with that key | |
293 | */ | |
294 | getComponent (componentClass) { | |
295 | let position; | |
296 | position = this._componentKeys.indexOf(componentClass); | |
297 | if (position >= 0) { | |
298 | return this._components[position]; | |
299 | } | |
300 | } | |
301 | }; | |
302 | ||
303 | if (typeof module !== 'undefined' && this.module !== module) { | |
304 | module.exports = Entity; | |
305 | } else { | |
306 | Serpentity.Entity = Entity; | |
307 | } | |
308 | ||
309 | 'use strict'; | |
310 | ||
311 | /* global Serpentity */ | |
a2949b6a BB |
312 | |
313 | /* | |
314 | * A node describes a set of components in order to describe entities | |
315 | * that include them. | |
316 | */ | |
1bd778d2 | 317 | let Node = class Node { |
a2949b6a | 318 | |
1bd778d2 BB |
319 | /* |
320 | * Returns true if the given entity matches the defined protocol, | |
321 | * false otherwise | |
322 | */ | |
323 | static matches (entity) { | |
324 | let property, types; | |
a2949b6a | 325 | |
1bd778d2 | 326 | types = this.types; |
a2949b6a | 327 | |
1bd778d2 BB |
328 | for (property in types) { |
329 | if (types.hasOwnProperty(property)) { | |
330 | let matched, type; | |
a2949b6a | 331 | |
1bd778d2 BB |
332 | matched = false; |
333 | type = types[property]; | |
334 | if (entity.hasComponent(type)) { | |
335 | matched = true; | |
336 | } | |
337 | if (!matched) { | |
338 | return false; | |
339 | } | |
340 | } | |
341 | } | |
a2949b6a | 342 | |
1bd778d2 BB |
343 | return true; |
344 | } | |
a2949b6a | 345 | |
1bd778d2 BB |
346 | constructor (config) { |
347 | this.types = {}; | |
a2949b6a | 348 | |
1bd778d2 BB |
349 | Object.assign(this, config || {}); |
350 | } | |
351 | }; | |
a2949b6a | 352 | |
1bd778d2 BB |
353 | if (typeof module !== 'undefined' && this.module !== module) { |
354 | module.exports = Node; | |
355 | } else { | |
356 | Serpentity.Node = Node; | |
357 | } | |
a2949b6a | 358 | |
1bd778d2 | 359 | 'use strict'; |
a2949b6a | 360 | |
1bd778d2 | 361 | /* global Serpentity */ |
a2949b6a BB |
362 | |
363 | /* | |
364 | * Node Collections contain nodes, in order to keep the lists of nodes | |
365 | * that belong to each type. | |
366 | * | |
367 | * It has a type which is the class name of the node, and an array of | |
368 | * instances of that class. | |
369 | */ | |
1bd778d2 BB |
370 | |
371 | let NodeCollection = class NodeCollection { | |
372 | ||
373 | constructor (config) { | |
374 | this.nodes = []; | |
375 | this.type = null; | |
376 | ||
377 | Object.assign(this, config || {}); | |
378 | } | |
379 | ||
380 | /* | |
381 | * Creates a node for an entity if it matches, and adds it to the | |
382 | * node list. | |
383 | * | |
384 | * Returns true if added, false otherwise. | |
385 | */ | |
386 | add (entity) { | |
387 | ||
388 | if (this.type.matches(entity) && !this._entityExists(entity)) { | |
389 | let node, types, property; | |
390 | ||
391 | node = new this.type({}); | |
392 | node.entity = entity; | |
393 | types = this.type.types; | |
394 | ||
395 | for (property in types) { | |
396 | if (types.hasOwnProperty(property)) { | |
397 | node[property] = entity.getComponent(types[property]); | |
a2949b6a | 398 | } |
1bd778d2 BB |
399 | } |
400 | ||
401 | this.nodes.push(node); | |
402 | ||
403 | return true; | |
404 | } | |
405 | ||
406 | return false; | |
407 | } | |
408 | ||
409 | /* | |
410 | * Removes an entity by removing its related node from the list of nodes | |
411 | * | |
412 | * returns true if it was removed, false otherwise. | |
413 | */ | |
414 | remove (entity) { | |
415 | let found; | |
416 | ||
417 | found = -1; | |
418 | this.nodes.forEach(function (node, i) { | |
419 | if (node.entity === entity) { | |
420 | found = i; | |
421 | } | |
422 | }); | |
423 | ||
424 | if (found >= 0) { | |
425 | this.nodes.splice(found, 1); | |
426 | return true; | |
427 | } | |
428 | ||
429 | return false; | |
430 | } | |
431 | ||
432 | /* | |
433 | * Checks whether we already have nodes for this entity. | |
434 | */ | |
435 | _entityExists (entity) { | |
436 | let found, node; | |
437 | ||
438 | found = false; | |
439 | for (node of this.nodes) { | |
440 | if (node.entity === entity) { | |
441 | found = true; | |
442 | } | |
a2949b6a | 443 | } |
1bd778d2 BB |
444 | |
445 | return found; | |
446 | } | |
447 | }; | |
448 | ||
449 | if (typeof module !== 'undefined' && this.module !== module) { | |
450 | module.exports = NodeCollection; | |
451 | } else { | |
452 | Serpentity.NodeCollection = NodeCollection; | |
453 | } | |
454 | ||
455 | 'use strict'; | |
456 | ||
457 | /* global Serpentity */ | |
a2949b6a BB |
458 | |
459 | /* | |
460 | * Components store data. Nothing to say here really, just | |
461 | * inherit and add a prototype, or don't even inherit, see? | |
462 | * It's just an empty class, so what I'm trying to say is your | |
463 | * components can be any class whatsoever. | |
464 | */ | |
1bd778d2 BB |
465 | |
466 | let Component = class Component { | |
467 | constructor (config) { | |
468 | Object.assign(this, config || {}); | |
469 | } | |
470 | }; | |
471 | ||
472 | if (typeof module !== 'undefined' && this.module !== module) { | |
473 | module.exports = Component; | |
474 | } else { | |
475 | Serpentity.Component = Component; | |
476 | } | |
477 | ||
478 | 'use strict'; | |
479 | ||
480 | /* global Serpentity */ | |
a2949b6a BB |
481 | |
482 | /* | |
483 | * Systems contain most of the logic, and work with nodes in order to | |
484 | * act and change their values. | |
485 | * | |
486 | * You usually want to inherit from this class and override the | |
1bd778d2 | 487 | * three methods. They are shown here to document the interface. |
a2949b6a | 488 | */ |
1bd778d2 BB |
489 | |
490 | let System = class System { | |
491 | ||
492 | /* | |
493 | * This will be run when the system is added to the engine | |
494 | */ | |
495 | added () { | |
496 | // Override with added(engine) | |
497 | // Receives an instance of the serpentity engine | |
498 | } | |
499 | ||
500 | /* | |
501 | * This will be run when the system is removed from the engine | |
502 | */ | |
503 | removed () { | |
504 | // Override with removed(engine) | |
505 | // Receives an instance of the serpentity engine | |
506 | } | |
507 | ||
508 | /* | |
509 | * This will run every time the engine's update method is called | |
510 | */ | |
511 | update () { | |
512 | // Override with update(dt) | |
513 | // Receives a delta of the time | |
514 | } | |
515 | }; | |
516 | ||
517 | if (typeof module !== 'undefined' && this.module !== module) { | |
518 | module.exports = System; | |
519 | } else { | |
520 | Serpentity.System = System; | |
521 | } |