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