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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 | 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; | |
195 | } | |
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; | |
248 | } |