-"undefined"!=typeof require&&require("neon"),Class("Serpentity")({prototype:{systems:null,nodeCollections:null,entities:null,init:function(e){var t;e=e||{},this.systems=[],this.entities=[],this.nodeCollections={};for(t in e)e.hasOwnProperty(t)&&(this[t]=e[t])},addSystem:function(e,t){var i,s;return this.systems.indexOf(e)>=0?!1:(e.priority=t,s=!1,i=0,this.systems.some(function(t,n){return i=n,t.priority>=e.priority?(s=!0,!0):void 0}),s||(i+=1),this.systems.splice(i,0,e),e.added(this),!0)},removeSystem:function(e){var t;return t=this.systems.indexOf(e),t>=0?(this.systems[t].removed(this),this.systems.splice(t,1),!0):!1},addEntity:function(e){var t;if(this.entities.indexOf(e)>=0)return!1;this.entities.push(e);for(t in this.nodeCollections)this.nodeCollections.hasOwnProperty(t)&&this.nodeCollections[t].add(e);return!0},removeEntity:function(e){var t;if(t=this.entities.indexOf(e),t>=0){for(property in this.nodeCollections)this.nodeCollections.hasOwnProperty(property)&&this.nodeCollections[property].remove(e);return this.entities.splice(t,1),!0}return!1},getNodes:function(e){var t;return this.nodeCollections.hasOwnProperty(e)?this.nodeCollections[e].nodes:(t=new Serpentity.NodeCollection({type:e}),this.nodeCollections[e]=t,this.entities.forEach(function(e){t.add(e)}),t.nodes)},update:function(e){this.systems.forEach(function(t){t.update(e)})}}}),"undefined"!=typeof require&&(require("./component.js"),require("./entity.js"),require("./node.js"),require("./node_collection.js"),require("./system.js"));
-Class(Serpentity,"Entity")({prototype:{_components:null,_componentKeys:null,init:function(n){var t;this._componentKeys=[],this._components=[];for(t in n)n.hasOwnProperty(t)&&(this[t]=n[t])},add:function(n){return this._componentKeys.indexOf(n.constructor)>=0?!1:(this._componentKeys.push(n.constructor),this._components.push(n),!0)},hasComponent:function(n){return this._componentKeys.indexOf(n)>=0?!0:!1},getComponent:function(n){var t;return t=this._componentKeys.indexOf(n),t>=0?this._components[t]:void 0}}});
-Class(Serpentity,"Node")({matches:function(t){var s,r,n;n=this.types;for(s in this.types)if(this.types.hasOwnProperty(s)&&(r=!1,t.hasComponent(n[s])&&(r=!0),!r))return!1;return!0},prototype:{types:null,init:function(){var t;this.types={};for(t in this.constructor)this.constructor.hasOwnProperty(t)&&(this.types[t]=this.constructor[t])}}});
-Class(Serpentity,"NodeCollection")({prototype:{type:null,nodes:null,init:function(t){var n;t=t||{},this.nodes=[];for(n in t)t.hasOwnProperty(n)&&(this[n]=t[n])},add:function(t){var n,e,i;if(this.type.matches(t)&&!this._entityExists(t)){n=new this.type({}),n.entity=t,e=this.type.types;for(i in e)e.hasOwnProperty(i)&&(n[i]=t.getComponent(e[i]));return this.nodes.push(n),!0}return!1},remove:function(t){var n;return n=-1,this.nodes.forEach(function(e,i){e.entity===t&&(n=i)}),n>=0?(this.nodes.splice(n,1),!0):!1},_entityExists:function(t){var n;return n=!1,this.nodes.forEach(function(e){e.entity===t&&(n=!0)}),n}}});
-Class(Serpentity,"Component")({});
-Class(Serpentity,"System")({prototype:{added:function(){},removed:function(){},update:function(){}}});
\ No newline at end of file
+(function webpackUniversalModuleDefinition(root, factory) {
+ if(typeof exports === 'object' && typeof module === 'object')
+ module.exports = factory();
+ else if(typeof define === 'function' && define.amd)
+ define([], factory);
+ else if(typeof exports === 'object')
+ exports["Serpentity"] = factory();
+ else
+ root["Serpentity"] = factory();
+})(this, function() {
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+/******/ function getModuleExports() { return module; };
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+/******/ };
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+/******/ __webpack_require__.o = function(object, property) { return Object.prototype.hasOwnProperty.call(object, property); };
+/******/
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+/******/
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+/******/ return __webpack_require__(__webpack_require__.s = 5);
+/******/ })
+/************************************************************************/
+/******/ ([
+/* 0 */
+/***/ (function(module, exports, __webpack_require__) {
+
+"use strict";
+
+
+/*
+ * Components store data. Nothing to say here really, just
+ * inherit and add a prototype, or don't even inherit, see?
+ * It's just an empty class, so what I'm trying to say is your
+ * components can be any class whatsoever.
+ */
+
+function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
+
+var Component = function Component(config) {
+ _classCallCheck(this, Component);
+
+ Object.assign(this, config);
+};
+
+module.exports = Component;
+
+/***/ }),
+/* 1 */
+/***/ (function(module, exports, __webpack_require__) {
+
+"use strict";
+
+
+/*
+ * The entity gives the entity framework its name. It exists only
+ * to hold components.
+ */
+
+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; }; }();
+
+function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
+
+var Entity = function () {
+ function Entity(config) {
+ _classCallCheck(this, Entity);
+
+ this._componentKeys = [];
+ this._components = [];
+
+ Object.assign(this, config);
+ }
+
+ /*
+ * Adds a component to the entity.
+ *
+ * returns true if added, false if already present
+ */
+
+
+ _createClass(Entity, [{
+ key: 'addComponent',
+ value: function addComponent(component) {
+
+ if (this._componentKeys.indexOf(component.constructor) >= 0) {
+ return false;
+ }
+ this._componentKeys.push(component.constructor);
+ this._components.push(component);
+ return true;
+ }
+
+ /*
+ * returns true if component is included, false otherwise
+ */
+
+ }, {
+ key: 'hasComponent',
+ value: function hasComponent(componentClass) {
+
+ if (this._componentKeys.indexOf(componentClass) >= 0) {
+ return true;
+ }
+ return false;
+ }
+
+ /*
+ * returns the component associated with that key
+ */
+
+ }, {
+ key: 'getComponent',
+ value: function getComponent(componentClass) {
+
+ var position = this._componentKeys.indexOf(componentClass);
+ if (position >= 0) {
+ return this._components[position];
+ }
+ }
+ }]);
+
+ return Entity;
+}();
+
+module.exports = Entity;
+
+/***/ }),
+/* 2 */
+/***/ (function(module, exports, __webpack_require__) {
+
+"use strict";
+
+
+/*
+ * A node describes a set of components in order to describe entities
+ * that include them.
+ */
+
+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; }; }();
+
+function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
+
+var Node = function () {
+ _createClass(Node, null, [{
+ key: 'matches',
+
+
+ /*
+ * Returns true if the given entity matches the defined protocol,
+ * false otherwise
+ */
+ value: function matches(entity) {
+
+ var typeNames = Object.keys(this.types);
+
+ var _iteratorNormalCompletion = true;
+ var _didIteratorError = false;
+ var _iteratorError = undefined;
+
+ try {
+ for (var _iterator = typeNames[Symbol.iterator](), _step; !(_iteratorNormalCompletion = (_step = _iterator.next()).done); _iteratorNormalCompletion = true) {
+ var typeName = _step.value;
+
+
+ var type = this.types[typeName];
+ var matched = false;
+
+ if (entity.hasComponent(type)) {
+ matched = true;
+ }
+
+ if (!matched) {
+ return false;
+ }
+ }
+ } catch (err) {
+ _didIteratorError = true;
+ _iteratorError = err;
+ } finally {
+ try {
+ if (!_iteratorNormalCompletion && _iterator.return) {
+ _iterator.return();
+ }
+ } finally {
+ if (_didIteratorError) {
+ throw _iteratorError;
+ }
+ }
+ }
+
+ return true;
+ }
+ }]);
+
+ function Node(config) {
+ _classCallCheck(this, Node);
+
+ this.types = {};
+
+ Object.assign(this, config);
+ }
+
+ return Node;
+}();
+
+module.exports = Node;
+
+/***/ }),
+/* 3 */
+/***/ (function(module, exports, __webpack_require__) {
+
+"use strict";
+
+
+/*
+ * Node Collections contain nodes, in order to keep the lists of nodes
+ * that belong to each type.
+ *
+ * It has a type which is the class name of the node, and an array of
+ * instances of that class.
+ */
+
+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; }; }();
+
+function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
+
+var NodeCollection = function () {
+ function NodeCollection(config) {
+ _classCallCheck(this, NodeCollection);
+
+ this.nodes = [];
+ this.type = null;
+
+ Object.assign(this, config);
+ }
+
+ /*
+ * Creates a node for an entity if it matches, and adds it to the
+ * node list.
+ *
+ * Returns true if added, false otherwise.
+ */
+
+
+ _createClass(NodeCollection, [{
+ key: 'add',
+ value: function add(entity) {
+
+ if (this.type.matches(entity) && !this._entityExists(entity)) {
+
+ var node = new this.type({});
+ var types = this.type.types;
+ var typeNames = Object.keys(types);
+
+ node.entity = entity;
+
+ var _iteratorNormalCompletion = true;
+ var _didIteratorError = false;
+ var _iteratorError = undefined;
+
+ try {
+ for (var _iterator = typeNames[Symbol.iterator](), _step; !(_iteratorNormalCompletion = (_step = _iterator.next()).done); _iteratorNormalCompletion = true) {
+ var typeName = _step.value;
+
+ node[typeName] = entity.getComponent(types[typeName]);
+ }
+ } catch (err) {
+ _didIteratorError = true;
+ _iteratorError = err;
+ } finally {
+ try {
+ if (!_iteratorNormalCompletion && _iterator.return) {
+ _iterator.return();
+ }
+ } finally {
+ if (_didIteratorError) {
+ throw _iteratorError;
+ }
+ }
+ }
+
+ this.nodes.push(node);
+
+ return true;
+ }
+
+ return false;
+ }
+
+ /*
+ * Removes an entity by removing its related node from the list of nodes
+ *
+ * returns true if it was removed, false otherwise.
+ */
+
+ }, {
+ key: 'remove',
+ value: function remove(entity) {
+
+ var foundIndex = -1;
+
+ var found = this.nodes.some(function (node, i) {
+
+ if (node.entity === entity) {
+ foundIndex = i;
+ return true;
+ }
+ });
+
+ if (found) {
+ this.nodes.splice(foundIndex, 1);
+ }
+
+ return found;
+ }
+
+ /*
+ * Checks whether we already have nodes for this entity.
+ */
+
+ }, {
+ key: '_entityExists',
+ value: function _entityExists(entity) {
+
+ var found = false;
+
+ var _iteratorNormalCompletion2 = true;
+ var _didIteratorError2 = false;
+ var _iteratorError2 = undefined;
+
+ try {
+ for (var _iterator2 = this.nodes[Symbol.iterator](), _step2; !(_iteratorNormalCompletion2 = (_step2 = _iterator2.next()).done); _iteratorNormalCompletion2 = true) {
+ var node = _step2.value;
+
+ if (node.entity === entity) {
+ found = true;
+ }
+ }
+ } catch (err) {
+ _didIteratorError2 = true;
+ _iteratorError2 = err;
+ } finally {
+ try {
+ if (!_iteratorNormalCompletion2 && _iterator2.return) {
+ _iterator2.return();
+ }
+ } finally {
+ if (_didIteratorError2) {
+ throw _iteratorError2;
+ }
+ }
+ }
+
+ return found;
+ }
+ }]);
+
+ return NodeCollection;
+}();
+
+module.exports = NodeCollection;
+
+/***/ }),
+/* 4 */
+/***/ (function(module, exports, __webpack_require__) {
+
+"use strict";
+
+
+/*
+ * Systems contain most of the logic, and work with nodes in order to
+ * act and change their values.
+ *
+ * You usually want to inherit from this class and override the
+ * three methods. They are shown here to document the interface.
+ */
+
+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; }; }();
+
+function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
+
+var System = function () {
+ function System() {
+ _classCallCheck(this, System);
+ }
+
+ _createClass(System, [{
+ key: 'added',
+
+
+ /*
+ * This will be run when the system is added to the engine
+ */
+ value: function added() {}
+ // Override with added(engine)
+ // Receives an instance of the serpentity engine
+
+
+ /*
+ * This will be run when the system is removed from the engine
+ */
+
+ }, {
+ key: 'removed',
+ value: function removed() {}
+ // Override with removed(engine)
+ // Receives an instance of the serpentity engine
+
+
+ /*
+ * This will run every time the engine's update method is called
+ */
+
+ }, {
+ key: 'update',
+ value: function update() {
+ // Override with update(dt)
+ // Receives a delta of the time
+ }
+ }]);
+
+ return System;
+}();
+
+module.exports = System;
+
+/***/ }),
+/* 5 */
+/***/ (function(module, exports, __webpack_require__) {
+
+"use strict";
+
+
+/*
+Serpentity is a simple entity framework inspired by Ash.
+
+Usage:
+
+ const Serpentity = require('serpentity');
+
+## Instantiating an engine
+
+ const engine = new Serpentity();
+
+Add entities or systems, systems are added with a priority (the smaller
+the number, the earlier it will be called):
+
+ engine.addEntity(entityFactory());
+ engine.addSystem(new GameSystem(), priority);
+
+Update all systems:
+
+ engine.update(dt);
+
+Remove entities or systems:
+
+ engine.removeEntity(entityReference);
+ engine.removeSystem(systemReference);
+
+## Creating Entities
+
+Entities are the basic object of Serpentity, and they do nothing.
+
+ const entity = new Serpentity.Entity();
+
+All the behavior is added through components
+
+## Creating Components
+
+Components define data that we can add to an entity. This data will
+eventually be consumed by "Systems"
+
+ const PositionComponent = class PositionComponent extends Serpentity.Component {
+ constructor(config) {
+
+ this.x = 0;
+ this.y = 0;
+
+ super(config);
+ }
+ };
+
+You can add components to entities by using the add method:
+
+ entity.addComponent(new PositionComponent());
+
+
+Systems can refer to entities by requesting nodes.
+
+## Working with Nodes
+
+Nodes are sets of components that you define, so your system can require
+entities that always follow the API defined in the node.
+
+ const MovementNode = class MovementNode extends Serpentity.Node;
+ MovementNode.position = PositionComponent;
+ MovementNode.motion = MotionComponent;
+
+You can then request an array of all the nodes representing entities
+that comply with that API
+
+ engine.getNodes(MovementNode);
+
+## Creating Systems
+
+Systems are called on every update, and they use components through nodes.
+
+ const TestSystem = class TestSystem extends Serpentity.System {
+ added(engine){
+
+ this.nodeList = engine.getNodes(MovementNode);
+ }
+
+ removed(engine){
+
+ this.nodeList = undefined;
+ }
+
+ update(dt){
+
+ for (const node of this.nodeList) {
+ console.log(`Current position is: ${node.position.x},${node.position.y}`);
+ }
+ }
+ };
+
+## That's it
+
+Just run `engine.update(dt)` in your game loop :D
+
+*/
+
+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; }; }();
+
+function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
+
+var Serpentity = function () {
+ function Serpentity(config) {
+ _classCallCheck(this, Serpentity);
+
+ this.systems = [];
+ this.entities = [];
+ this._nodeCollections = [];
+ this._nodeCollectionKeys = [];
+
+ Object.assign(this, config);
+ }
+
+ /*
+ * Adds a system to the engine, so its update method will be called
+ * with the others. Triggers added hook.
+ *
+ * returns true if added succesfully, false if already added
+ */
+
+
+ _createClass(Serpentity, [{
+ key: 'addSystem',
+ value: function addSystem(system, priority) {
+
+ if (this.systems.indexOf(system) >= 0) {
+ return false;
+ }
+
+ system.priority = priority;
+
+ var lastIndex = 0;
+
+ var found = this.systems.some(function (existingSystem, i) {
+
+ lastIndex = i;
+ if (existingSystem.priority >= system.priority) {
+ return true;
+ }
+ });
+
+ if (!found) {
+ lastIndex += 1;
+ }
+
+ this.systems.splice(lastIndex, 0, system);
+ system.added(this);
+ return true;
+ }
+
+ /*
+ * Removes a system from the engine, so its update method will no
+ * longer will be called. Triggers the removed hook.
+ *
+ * returns true if removed succesfully, false if already added
+ */
+
+ }, {
+ key: 'removeSystem',
+ value: function removeSystem(system) {
+
+ var position = this.systems.indexOf(system);
+ if (position >= 0) {
+ this.systems[position].removed(this);
+ this.systems.splice(position, 1);
+ return true;
+ }
+
+ return false;
+ }
+
+ /*
+ * Adds an entity to the engine, adds to existing node collections
+ *
+ * returns true if added, false if already there
+ */
+
+ }, {
+ key: 'addEntity',
+ value: function addEntity(entity) {
+
+ if (this.entities.indexOf(entity) >= 0) {
+ return false;
+ }
+ this.entities.push(entity);
+
+ var _iteratorNormalCompletion = true;
+ var _didIteratorError = false;
+ var _iteratorError = undefined;
+
+ try {
+ for (var _iterator = this._nodeCollections[Symbol.iterator](), _step; !(_iteratorNormalCompletion = (_step = _iterator.next()).done); _iteratorNormalCompletion = true) {
+ var collection = _step.value;
+
+ collection.add(entity);
+ }
+ } catch (err) {
+ _didIteratorError = true;
+ _iteratorError = err;
+ } finally {
+ try {
+ if (!_iteratorNormalCompletion && _iterator.return) {
+ _iterator.return();
+ }
+ } finally {
+ if (_didIteratorError) {
+ throw _iteratorError;
+ }
+ }
+ }
+
+ return true;
+ }
+
+ /*
+ * Removes entity from system, removing from all node collections
+ *
+ * returns true if removed, false if not present
+ */
+
+ }, {
+ key: 'removeEntity',
+ value: function removeEntity(entity) {
+
+ var position = this.entities.indexOf(entity);
+ if (position >= 0) {
+ var _iteratorNormalCompletion2 = true;
+ var _didIteratorError2 = false;
+ var _iteratorError2 = undefined;
+
+ try {
+ for (var _iterator2 = this._nodeCollections[Symbol.iterator](), _step2; !(_iteratorNormalCompletion2 = (_step2 = _iterator2.next()).done); _iteratorNormalCompletion2 = true) {
+ var collection = _step2.value;
+
+ collection.remove(entity);
+ }
+ } catch (err) {
+ _didIteratorError2 = true;
+ _iteratorError2 = err;
+ } finally {
+ try {
+ if (!_iteratorNormalCompletion2 && _iterator2.return) {
+ _iterator2.return();
+ }
+ } finally {
+ if (_didIteratorError2) {
+ throw _iteratorError2;
+ }
+ }
+ }
+
+ this.entities.splice(position, 1);
+ return true;
+ }
+
+ return false;
+ }
+
+ /*
+ * Given a Node Class, retrieves a list of all the nodes for each
+ * applicable entity.
+ */
+
+ }, {
+ key: 'getNodes',
+ value: function getNodes(nodeType) {
+
+ var position = this._nodeCollectionKeys.indexOf(nodeType);
+
+ if (position >= 0) {
+ return this._nodeCollections[position].nodes;
+ }
+
+ var nodeCollection = new Serpentity.NodeCollection({
+ type: nodeType
+ });
+
+ this._nodeCollectionKeys.push(nodeType);
+ this._nodeCollections.push(nodeCollection);
+
+ var _iteratorNormalCompletion3 = true;
+ var _didIteratorError3 = false;
+ var _iteratorError3 = undefined;
+
+ try {
+ for (var _iterator3 = this.entities[Symbol.iterator](), _step3; !(_iteratorNormalCompletion3 = (_step3 = _iterator3.next()).done); _iteratorNormalCompletion3 = true) {
+ var entity = _step3.value;
+
+ nodeCollection.add(entity);
+ }
+ } catch (err) {
+ _didIteratorError3 = true;
+ _iteratorError3 = err;
+ } finally {
+ try {
+ if (!_iteratorNormalCompletion3 && _iterator3.return) {
+ _iterator3.return();
+ }
+ } finally {
+ if (_didIteratorError3) {
+ throw _iteratorError3;
+ }
+ }
+ }
+
+ return nodeCollection.nodes;
+ }
+
+ /*
+ * Calls update for every loaded system.
+ */
+
+ }, {
+ key: 'update',
+ value: function update(dt) {
+ var _iteratorNormalCompletion4 = true;
+ var _didIteratorError4 = false;
+ var _iteratorError4 = undefined;
+
+ try {
+
+ for (var _iterator4 = this.systems[Symbol.iterator](), _step4; !(_iteratorNormalCompletion4 = (_step4 = _iterator4.next()).done); _iteratorNormalCompletion4 = true) {
+ var system = _step4.value;
+
+ system.update(dt);
+ }
+ } catch (err) {
+ _didIteratorError4 = true;
+ _iteratorError4 = err;
+ } finally {
+ try {
+ if (!_iteratorNormalCompletion4 && _iterator4.return) {
+ _iterator4.return();
+ }
+ } finally {
+ if (_didIteratorError4) {
+ throw _iteratorError4;
+ }
+ }
+ }
+ }
+ }]);
+
+ return Serpentity;
+}();
+
+// Add namespaced objects.
+Serpentity.Component = __webpack_require__(0);
+Serpentity.Entity = __webpack_require__(1);
+Serpentity.Node = __webpack_require__(2);
+Serpentity.NodeCollection = __webpack_require__(3);
+Serpentity.System = __webpack_require__(4);
+
+module.exports = Serpentity;
+
+/***/ })
+/******/ ]);
+});
\ No newline at end of file