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[rbdr/serpentity] / dist / serpentity.js
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1bd778d2 1'use strict';
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2
3/*
4Serpentity is a simple entity framework inspired by Ash.
5
6Usage:
7
1bd778d2 8 let Serpentity = require('serpentity');
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9
10## Instantiating an engine
11
1bd778d2 12 let engine = Serpentity();
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13
14Add entities or systems, systems are added with a priority (the smaller
15the number, the earlier it will be called):
16
17 engine.addEntity(entityFactory());
18 engine.addSystem(new GameSystem(), priority);
19
20Update all systems:
21
22 engine.update(dt);
23
24Remove entities or systems:
25
26 engine.removeEntity(entityReference);
27 engine.removeSystem(systemReference);
28
29## Creating Entities
30
31Entities are the basic object of Serpentity, and they do nothing.
32
1bd778d2 33 let entity = new Serpentity.Entity();
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34
35All the behavior is added through components
36
37## Creating Components
38
39Components define data that we can add to an entity. This data will
40eventually be consumed by "Systems"
41
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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 };
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50
51You can add components to entities by using the add method:
52
509e372f 53 entity.addComponent(new PositionComponent());
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54
55
56Systems can refer to entities by requesting nodes.
57
58## Working with Nodes
59
60Nodes are sets of components that you define, so your system can require
61entities that always follow the API defined in the node.
62
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63 let MovementNode = class MovementNode extends Serpentity.Node;
64 MovementNode.position = PositionComponent;
65 MovementNode.motion = MotionComponent;
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66
67You can then request an array of all the nodes representing entities
68that comply with that API
69
70 engine.getNodes(MovementNode);
71
72## Creating Systems
73
74Systems are called on every update, and they use components through nodes.
75
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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 }
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88 }
89 };
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90
91## That's it
92
93Just run `engine.update(dt)` in your game loop :D
94
95*/
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96let 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 }
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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.
238if (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;
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248}
249
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250'use strict';
251
252/* global Serpentity */
253
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254/*
255 * The entity gives the entity framework its name. It exists only
256 * to hold components.
257 */
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258
259let 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 }
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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
303if (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 */
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312
313/*
314 * A node describes a set of components in order to describe entities
315 * that include them.
316 */
1bd778d2 317let Node = class Node {
a2949b6a 318
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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
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328 for (property in types) {
329 if (types.hasOwnProperty(property)) {
330 let matched, type;
a2949b6a 331
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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
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343 return true;
344 }
a2949b6a 345
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346 constructor (config) {
347 this.types = {};
a2949b6a 348
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349 Object.assign(this, config || {});
350 }
351};
a2949b6a 352
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353if (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 */
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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 */
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370
371let 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 }
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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 }
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444
445 return found;
446 }
447};
448
449if (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 */
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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 */
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465
466let Component = class Component {
467 constructor (config) {
468 Object.assign(this, config || {});
469 }
470};
471
472if (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 */
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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 */
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489
490let 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
517if (typeof module !== 'undefined' && this.module !== module) {
518 module.exports = System;
519} else {
520 Serpentity.System = System;
521}