]>
Commit | Line | Data |
---|---|---|
1 | 'use strict'; | |
2 | ||
3 | /* | |
4 | Serpentity is a simple entity framework inspired by Ash. | |
5 | ||
6 | Usage: | |
7 | ||
8 | let Serpentity = require('serpentity'); | |
9 | ||
10 | ## Instantiating an engine | |
11 | ||
12 | let engine = Serpentity(); | |
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 | ||
33 | let entity = new Serpentity.Entity(); | |
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 | ||
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 | }; | |
50 | ||
51 | You can add components to entities by using the add method: | |
52 | ||
53 | entity.addComponent(new PositionComponent()); | |
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 | ||
63 | let MovementNode = class MovementNode extends Serpentity.Node; | |
64 | MovementNode.position = PositionComponent; | |
65 | MovementNode.motion = MotionComponent; | |
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 | ||
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}`); | |
87 | } | |
88 | } | |
89 | }; | |
90 | ||
91 | ## That's it | |
92 | ||
93 | Just run `engine.update(dt)` in your game loop :D | |
94 | ||
95 | */ | |
96 | ||
97 | var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); | |
98 | ||
99 | function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } | |
100 | ||
101 | var Serpentity = function () { | |
102 | function Serpentity(config) { | |
103 | _classCallCheck(this, Serpentity); | |
104 | ||
105 | this.systems = []; | |
106 | this.entities = []; | |
107 | this._nodeCollections = []; | |
108 | this._nodeCollectionKeys = []; | |
109 | ||
110 | Object.assign(this, config || {}); | |
111 | } | |
112 | ||
113 | /* | |
114 | * Adds a system to the engine, so its update method will be called | |
115 | * with the others. Triggers added hook. | |
116 | * | |
117 | * returns true if added succesfully, false if already added | |
118 | */ | |
119 | ||
120 | ||
121 | _createClass(Serpentity, [{ | |
122 | key: 'addSystem', | |
123 | value: function addSystem(system, priority) { | |
124 | var lastIndex = void 0, | |
125 | found = void 0; | |
126 | ||
127 | if (this.systems.indexOf(system) >= 0) { | |
128 | return false; | |
129 | } | |
130 | ||
131 | system.priority = priority; | |
132 | ||
133 | found = false; | |
134 | lastIndex = 0; | |
135 | ||
136 | this.systems.some(function findPriority(existingSystem, i) { | |
137 | lastIndex = i; | |
138 | if (existingSystem.priority >= system.priority) { | |
139 | found = true; | |
140 | return true; | |
141 | } | |
142 | }); | |
143 | ||
144 | if (!found) { | |
145 | lastIndex += 1; | |
146 | } | |
147 | ||
148 | this.systems.splice(lastIndex, 0, system); | |
149 | system.added(this); | |
150 | return true; | |
151 | } | |
152 | ||
153 | /* | |
154 | * Removes a system from the engine, so its update method will no | |
155 | * longer will be called. Triggers the removed hook. | |
156 | * | |
157 | * returns true if removed succesfully, false if already added | |
158 | */ | |
159 | ||
160 | }, { | |
161 | key: 'removeSystem', | |
162 | value: function removeSystem(system) { | |
163 | var position = void 0; | |
164 | ||
165 | position = this.systems.indexOf(system); | |
166 | if (position >= 0) { | |
167 | this.systems[position].removed(this); | |
168 | this.systems.splice(position, 1); | |
169 | return true; | |
170 | } | |
171 | ||
172 | return false; | |
173 | } | |
174 | ||
175 | /* | |
176 | * Adds an entity to the engine, adds to existing node collections | |
177 | * | |
178 | * returns true if added, false if already there | |
179 | */ | |
180 | ||
181 | }, { | |
182 | key: 'addEntity', | |
183 | value: function addEntity(entity) { | |
184 | if (this.entities.indexOf(entity) >= 0) { | |
185 | return false; | |
186 | } | |
187 | this.entities.push(entity); | |
188 | ||
189 | this._nodeCollections.forEach(function (collection) { | |
190 | collection.add(entity); | |
191 | }); | |
192 | ||
193 | return true; | |
194 | } | |
195 | ||
196 | /* | |
197 | * Removes entity from system, removing from all node collections | |
198 | * | |
199 | * returns true if removed, false if not present | |
200 | */ | |
201 | ||
202 | }, { | |
203 | key: 'removeEntity', | |
204 | value: function removeEntity(entity) { | |
205 | var position = void 0; | |
206 | ||
207 | position = this.entities.indexOf(entity); | |
208 | if (position >= 0) { | |
209 | this._nodeCollections.forEach(function (collection) { | |
210 | collection.remove(entity); | |
211 | }); | |
212 | ||
213 | this.entities.splice(position, 1); | |
214 | return true; | |
215 | } | |
216 | ||
217 | return false; | |
218 | } | |
219 | ||
220 | /* | |
221 | * Given a Node Class, retrieves a list of all the nodes for each | |
222 | * applicable entity. | |
223 | */ | |
224 | ||
225 | }, { | |
226 | key: 'getNodes', | |
227 | value: function getNodes(nodeType) { | |
228 | var position = void 0, | |
229 | nodeCollection = void 0; | |
230 | ||
231 | position = this._nodeCollectionKeys.indexOf(nodeType); | |
232 | ||
233 | if (position >= 0) { | |
234 | return this._nodeCollections[position].nodes; | |
235 | } | |
236 | ||
237 | nodeCollection = new Serpentity.NodeCollection({ | |
238 | type: nodeType | |
239 | }); | |
240 | ||
241 | this._nodeCollectionKeys.push(nodeType); | |
242 | this._nodeCollections.push(nodeCollection); | |
243 | ||
244 | this.entities.forEach(function (entity) { | |
245 | nodeCollection.add(entity); | |
246 | }); | |
247 | ||
248 | return nodeCollection.nodes; | |
249 | } | |
250 | ||
251 | /* | |
252 | * Calls update for every loaded system. | |
253 | */ | |
254 | ||
255 | }, { | |
256 | key: 'update', | |
257 | value: function update(dt) { | |
258 | this.systems.forEach(function (system) { | |
259 | system.update(dt); | |
260 | }); | |
261 | } | |
262 | }]); | |
263 | ||
264 | return Serpentity; | |
265 | }(); | |
266 | ||
267 | // Add namespaced objects. | |
268 | if (typeof module !== 'undefined' && undefined.module !== module) { | |
269 | Serpentity.Component = require('./serpentity/component.js'); | |
270 | Serpentity.Entity = require('./serpentity/entity.js'); | |
271 | Serpentity.Node = require('./serpentity/node.js'); | |
272 | Serpentity.NodeCollection = require('./serpentity/node_collection.js'); | |
273 | Serpentity.System = require('./serpentity/system.js'); | |
274 | ||
275 | module.exports = Serpentity; | |
276 | } | |
277 | 'use strict'; | |
278 | ||
279 | /* global Serpentity */ | |
280 | ||
281 | /* | |
282 | * The entity gives the entity framework its name. It exists only | |
283 | * to hold components. | |
284 | */ | |
285 | ||
286 | var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); | |
287 | ||
288 | function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } | |
289 | ||
290 | var Entity = function () { | |
291 | function Entity(config) { | |
292 | _classCallCheck(this, Entity); | |
293 | ||
294 | this._componentKeys = []; | |
295 | this._components = []; | |
296 | ||
297 | Object.assign(this, config || {}); | |
298 | } | |
299 | ||
300 | /* | |
301 | * Adds a component to the entity. | |
302 | * | |
303 | * returns true if added, false if already present | |
304 | */ | |
305 | ||
306 | ||
307 | _createClass(Entity, [{ | |
308 | key: 'addComponent', | |
309 | value: function addComponent(component) { | |
310 | if (this._componentKeys.indexOf(component.constructor) >= 0) { | |
311 | return false; | |
312 | } | |
313 | this._componentKeys.push(component.constructor); | |
314 | this._components.push(component); | |
315 | return true; | |
316 | } | |
317 | ||
318 | /* | |
319 | * returns true if component is included, false otherwise | |
320 | */ | |
321 | ||
322 | }, { | |
323 | key: 'hasComponent', | |
324 | value: function hasComponent(componentClass) { | |
325 | if (this._componentKeys.indexOf(componentClass) >= 0) { | |
326 | return true; | |
327 | } | |
328 | return false; | |
329 | } | |
330 | ||
331 | /* | |
332 | * returns the component associated with that key | |
333 | */ | |
334 | ||
335 | }, { | |
336 | key: 'getComponent', | |
337 | value: function getComponent(componentClass) { | |
338 | var position = this._componentKeys.indexOf(componentClass); | |
339 | if (position >= 0) { | |
340 | return this._components[position]; | |
341 | } | |
342 | } | |
343 | }]); | |
344 | ||
345 | return Entity; | |
346 | }(); | |
347 | ||
348 | if (typeof module !== 'undefined' && undefined.module !== module) { | |
349 | module.exports = Entity; | |
350 | } else { | |
351 | Serpentity.Entity = Entity; | |
352 | } | |
353 | 'use strict'; | |
354 | ||
355 | /* global Serpentity */ | |
356 | ||
357 | /* | |
358 | * A node describes a set of components in order to describe entities | |
359 | * that include them. | |
360 | */ | |
361 | ||
362 | var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); | |
363 | ||
364 | function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } | |
365 | ||
366 | var Node = function () { | |
367 | _createClass(Node, null, [{ | |
368 | key: 'matches', | |
369 | ||
370 | ||
371 | /* | |
372 | * Returns true if the given entity matches the defined protocol, | |
373 | * false otherwise | |
374 | */ | |
375 | value: function matches(entity) { | |
376 | var types = this.types; | |
377 | ||
378 | for (var typeName in types) { | |
379 | if (types.hasOwnProperty(typeName)) { | |
380 | ||
381 | var matched = false; | |
382 | var type = types[typeName]; | |
383 | ||
384 | if (entity.hasComponent(type)) { | |
385 | matched = true; | |
386 | } | |
387 | ||
388 | if (!matched) { | |
389 | return false; | |
390 | } | |
391 | } | |
392 | } | |
393 | ||
394 | return true; | |
395 | } | |
396 | }]); | |
397 | ||
398 | function Node(config) { | |
399 | _classCallCheck(this, Node); | |
400 | ||
401 | this.types = {}; | |
402 | ||
403 | Object.assign(this, config || {}); | |
404 | } | |
405 | ||
406 | return Node; | |
407 | }(); | |
408 | ||
409 | if (typeof module !== 'undefined' && undefined.module !== module) { | |
410 | module.exports = Node; | |
411 | } else { | |
412 | Serpentity.Node = Node; | |
413 | } | |
414 | 'use strict'; | |
415 | ||
416 | /* global Serpentity */ | |
417 | ||
418 | /* | |
419 | * Node Collections contain nodes, in order to keep the lists of nodes | |
420 | * that belong to each type. | |
421 | * | |
422 | * It has a type which is the class name of the node, and an array of | |
423 | * instances of that class. | |
424 | */ | |
425 | ||
426 | var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); | |
427 | ||
428 | function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } | |
429 | ||
430 | var NodeCollection = function () { | |
431 | function NodeCollection(config) { | |
432 | _classCallCheck(this, NodeCollection); | |
433 | ||
434 | this.nodes = []; | |
435 | this.type = null; | |
436 | ||
437 | Object.assign(this, config || {}); | |
438 | } | |
439 | ||
440 | /* | |
441 | * Creates a node for an entity if it matches, and adds it to the | |
442 | * node list. | |
443 | * | |
444 | * Returns true if added, false otherwise. | |
445 | */ | |
446 | ||
447 | ||
448 | _createClass(NodeCollection, [{ | |
449 | key: 'add', | |
450 | value: function add(entity) { | |
451 | ||
452 | if (this.type.matches(entity) && !this._entityExists(entity)) { | |
453 | ||
454 | var node = new this.type({}); | |
455 | var types = this.type.types; | |
456 | ||
457 | node.entity = entity; | |
458 | ||
459 | for (var typeName in types) { | |
460 | if (types.hasOwnProperty(typeName)) { | |
461 | node[typeName] = entity.getComponent(types[typeName]); | |
462 | } | |
463 | } | |
464 | ||
465 | this.nodes.push(node); | |
466 | ||
467 | return true; | |
468 | } | |
469 | ||
470 | return false; | |
471 | } | |
472 | ||
473 | /* | |
474 | * Removes an entity by removing its related node from the list of nodes | |
475 | * | |
476 | * returns true if it was removed, false otherwise. | |
477 | */ | |
478 | ||
479 | }, { | |
480 | key: 'remove', | |
481 | value: function remove(entity) { | |
482 | var found = -1; | |
483 | ||
484 | this.nodes.forEach(function (node, i) { | |
485 | if (node.entity === entity) { | |
486 | found = i; | |
487 | } | |
488 | }); | |
489 | ||
490 | if (found >= 0) { | |
491 | this.nodes.splice(found, 1); | |
492 | return true; | |
493 | } | |
494 | ||
495 | return false; | |
496 | } | |
497 | ||
498 | /* | |
499 | * Checks whether we already have nodes for this entity. | |
500 | */ | |
501 | ||
502 | }, { | |
503 | key: '_entityExists', | |
504 | value: function _entityExists(entity) { | |
505 | var found = false; | |
506 | ||
507 | var _iteratorNormalCompletion = true; | |
508 | var _didIteratorError = false; | |
509 | var _iteratorError = undefined; | |
510 | ||
511 | try { | |
512 | for (var _iterator = this.nodes[Symbol.iterator](), _step; !(_iteratorNormalCompletion = (_step = _iterator.next()).done); _iteratorNormalCompletion = true) { | |
513 | var node = _step.value; | |
514 | ||
515 | if (node.entity === entity) { | |
516 | found = true; | |
517 | } | |
518 | } | |
519 | } catch (err) { | |
520 | _didIteratorError = true; | |
521 | _iteratorError = err; | |
522 | } finally { | |
523 | try { | |
524 | if (!_iteratorNormalCompletion && _iterator.return) { | |
525 | _iterator.return(); | |
526 | } | |
527 | } finally { | |
528 | if (_didIteratorError) { | |
529 | throw _iteratorError; | |
530 | } | |
531 | } | |
532 | } | |
533 | ||
534 | return found; | |
535 | } | |
536 | }]); | |
537 | ||
538 | return NodeCollection; | |
539 | }(); | |
540 | ||
541 | if (typeof module !== 'undefined' && undefined.module !== module) { | |
542 | module.exports = NodeCollection; | |
543 | } else { | |
544 | Serpentity.NodeCollection = NodeCollection; | |
545 | } | |
546 | 'use strict'; | |
547 | ||
548 | /* global Serpentity */ | |
549 | ||
550 | /* | |
551 | * Components store data. Nothing to say here really, just | |
552 | * inherit and add a prototype, or don't even inherit, see? | |
553 | * It's just an empty class, so what I'm trying to say is your | |
554 | * components can be any class whatsoever. | |
555 | */ | |
556 | ||
557 | function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } | |
558 | ||
559 | var Component = function Component(config) { | |
560 | _classCallCheck(this, Component); | |
561 | ||
562 | Object.assign(this, config || {}); | |
563 | }; | |
564 | ||
565 | if (typeof module !== 'undefined' && undefined.module !== module) { | |
566 | module.exports = Component; | |
567 | } else { | |
568 | Serpentity.Component = Component; | |
569 | } | |
570 | 'use strict'; | |
571 | ||
572 | /* global Serpentity */ | |
573 | ||
574 | /* | |
575 | * Systems contain most of the logic, and work with nodes in order to | |
576 | * act and change their values. | |
577 | * | |
578 | * You usually want to inherit from this class and override the | |
579 | * three methods. They are shown here to document the interface. | |
580 | */ | |
581 | ||
582 | var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); | |
583 | ||
584 | function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } | |
585 | ||
586 | var System = function () { | |
587 | function System() { | |
588 | _classCallCheck(this, System); | |
589 | } | |
590 | ||
591 | _createClass(System, [{ | |
592 | key: 'added', | |
593 | ||
594 | ||
595 | /* | |
596 | * This will be run when the system is added to the engine | |
597 | */ | |
598 | value: function added() {} | |
599 | // Override with added(engine) | |
600 | // Receives an instance of the serpentity engine | |
601 | ||
602 | ||
603 | /* | |
604 | * This will be run when the system is removed from the engine | |
605 | */ | |
606 | ||
607 | }, { | |
608 | key: 'removed', | |
609 | value: function removed() {} | |
610 | // Override with removed(engine) | |
611 | // Receives an instance of the serpentity engine | |
612 | ||
613 | ||
614 | /* | |
615 | * This will run every time the engine's update method is called | |
616 | */ | |
617 | ||
618 | }, { | |
619 | key: 'update', | |
620 | value: function update() { | |
621 | // Override with update(dt) | |
622 | // Receives a delta of the time | |
623 | } | |
624 | }]); | |
625 | ||
626 | return System; | |
627 | }(); | |
628 | ||
629 | if (typeof module !== 'undefined' && undefined.module !== module) { | |
630 | module.exports = System; | |
631 | } else { | |
632 | Serpentity.System = System; | |
633 | } |