-"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
+if (typeof require !== "undefined") {
+ require("neon");
+}
+
+/*
+Serpentity is a simple entity framework inspired by Ash.
+
+Usage:
+
+ require('serpentity');
+
+## Instantiating an engine
+
+ var engine = 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.
+
+ var 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"
+
+ Class("PositionComponent").inherits(Serpentity.Component)({
+ prototype : {
+ x : 0,
+ y : 0
+ }
+ });
+
+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.
+
+ Class("MovementNode").inherits(Serpentity.Node)({
+ types : {
+ position : PositionComponent,
+ 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.
+
+ Class("TestSystem").inherits(Serpentity.System)({
+ prototype : {
+ added : function added(engine){
+ this.nodeList = engine.getNodes(MovementNode);
+ },
+ removed : function removed(engine){
+ this.nodeList = undefined;
+ }
+ update : function update(dt){
+ this.nodeList.forEach(function (node) {
+ console.log("Current position is: " + node.position.x + "," + node.position.y);
+ });
+ }
+ }
+ });
+
+## That's it
+
+Just run `engine.update(dt)` in your game loop :D
+
+*/
+Class("Serpentity")({
+ prototype : {
+ systems : null,
+ entities : null,
+ _nodeCollections : null,
+ _nodeCollectionKeys : null,
+
+ init : function init(config) {
+ var property;
+
+ config = config || {};
+
+ this.systems = [];
+ this.entities = [];
+ this._nodeCollections = [];
+ this._nodeCollectionKeys = [];
+
+ for (property in config) {
+ if (config.hasOwnProperty(property)) {
+ this[property] = config[property];
+ }
+ }
+ },
+
+ /*
+ * 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
+ */
+ addSystem : function addSystem(system, priority) {
+ var lastIndex, found;
+
+ if (this.systems.indexOf(system) >= 0) {
+ return false;
+ }
+
+ system.priority = priority;
+
+ found = false;
+ lastIndex = 0;
+
+ this.systems.some(function findPriority(existingSystem, i) {
+ lastIndex = i;
+ if (existingSystem.priority >= system.priority) {
+ found = true;
+ 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
+ */
+ removeSystem : function removeSystem(system) {
+ var position;
+
+ 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
+ */
+ addEntity : function addEntity(entity) {
+ if (this.entities.indexOf(entity) >= 0) {
+ return false;
+ }
+ this.entities.push(entity);
+
+ this._nodeCollections.forEach(function (collection) {
+ collection.add(entity);
+ });
+
+ return true;
+ },
+
+ /*
+ * Removes entity from system, removing from all node collections
+ *
+ * returns true if removed, false if not present
+ */
+ removeEntity : function removeEntity(entity) {
+ var position;
+
+ position = this.entities.indexOf(entity);
+ if (position >= 0) {
+ this._nodeCollections.forEach(function (collection) {
+ collection.remove(entity);
+ });
+
+ this.entities.splice(position, 1);
+ return true;
+ }
+
+ return false;
+ },
+
+ /*
+ * Given a Node Class, retrieves a list of all the nodes for each
+ * applicable entity.
+ */
+ getNodes : function getNodes(nodeType) {
+ var position, nodeCollection;
+
+ position = this._nodeCollectionKeys.indexOf(nodeType);
+
+ if (position >= 0) {
+ return this._nodeCollections[position].nodes;
+ }
+
+ nodeCollection = new Serpentity.NodeCollection({
+ type : nodeType,
+ });
+
+ this._nodeCollectionKeys.push(nodeType);
+ this._nodeCollections.push(nodeCollection);
+
+ this.entities.forEach(function (entity) {
+ nodeCollection.add(entity);
+ });
+
+ return nodeCollection.nodes;
+ },
+
+ /*
+ * Calls update for every loaded system.
+ */
+ update : function update(dt) {
+ this.systems.forEach(function (system) {
+ system.update(dt);
+ });
+ }
+ }
+});
+
+if (typeof require !== "undefined") {
+ require("./component.js");
+ require("./entity.js");
+ require("./node.js");
+ require("./node_collection.js");
+ require("./system.js");
+}
+
+/*
+ * The entity gives the entity framework its name. It exists only
+ * to hold components.
+ */
+Class(Serpentity, "Entity")({
+ prototype : {
+ _components : null,
+ _componentKeys : null,
+
+ init : function init(config) {
+ var property;
+
+ this._componentKeys = [];
+ this._components = [];
+
+ for (property in config) {
+ if (config.hasOwnProperty(property)) {
+ this[property] = config[property];
+ }
+ }
+ },
+
+ /*
+ * Adds a component to the entity.
+ *
+ * returns true if added, false if already present
+ */
+ addComponent : 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
+ */
+ hasComponent : function hasComponent(componentClass) {
+ if (this._componentKeys.indexOf(componentClass) >= 0) {
+ return true;
+ }
+ return false;
+ },
+
+ /*
+ * returns the component associated with that key
+ */
+ getComponent : function getComponent(componentClass) {
+ var position;
+ position = this._componentKeys.indexOf(componentClass);
+ if (position >= 0) {
+ return this._components[position];
+ }
+ }
+ }
+});
+
+/*
+ * A node describes a set of components in order to describe entities
+ * that include them.
+ */
+Class(Serpentity, "Node")({
+
+ /*
+ * Returns true if the given entity matches the defined protocol,
+ * false otherwise
+ */
+ matches : function matches(entity) {
+ var property, matched, types;
+
+ types = this.types;
+
+ for (property in this.types) {
+
+ if (this.types.hasOwnProperty(property)) {
+ matched = false;
+
+ if (entity.hasComponent(types[property])) {
+ matched = true;
+ }
+
+ if (!matched) {
+ return false;
+ }
+ }
+ }
+
+ return true;
+ },
+
+ prototype : {
+
+ types : null,
+
+ init : function (config) {
+ var property;
+
+ this.types = {};
+
+ for (property in this.constructor) {
+ if (this.constructor.hasOwnProperty(property)) {
+ this.types[property] = this.constructor[property];
+ }
+ }
+ }
+ }
+});
+
+/*
+ * 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.
+ */
+Class(Serpentity, "NodeCollection")({
+ prototype : {
+ type : null,
+ nodes : null,
+
+ init : function init(config) {
+ var property;
+
+ config = config || {};
+
+ this.nodes = [];
+
+ for (property in config) {
+ if (config.hasOwnProperty(property)) {
+ this[property] = config[property];
+ }
+ }
+ },
+
+ /*
+ * Creates a node for an entity if it matches, and adds it to the
+ * node list.
+ *
+ * Returns true if added, false otherwise.
+ */
+ add : function add(entity) {
+ var node, types, property;
+
+ if (this.type.matches(entity) && !this._entityExists(entity)) {
+ node = new this.type({});
+
+ node.entity = entity;
+
+ types = this.type.types;
+
+ for (property in types) {
+ if (types.hasOwnProperty(property)) {
+ node[property] = entity.getComponent(types[property]);
+ }
+ }
+
+ 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.
+ */
+ remove : function (entity) {
+ var found;
+ found = -1;
+ this.nodes.forEach(function (node, i) {
+ if (node.entity === entity) {
+ found = i;
+ }
+ });
+
+ if (found >= 0) {
+ this.nodes.splice(found, 1);
+ return true;
+ }
+
+ return false;
+ },
+
+ /*
+ * Checks whether we already have nodes for this entity.
+ */
+ _entityExists : function entityExists(entity) {
+ var found;
+ found = false;
+ this.nodes.forEach(function (node) {
+ if (node.entity === entity) {
+ found = true;
+ }
+ });
+
+ return found;
+ }
+ }
+});
+
+/*
+ * 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.
+ */
+Class(Serpentity, "Component")({
+ prototype : {
+ init : function init(config) {
+ var property;
+
+ config = config || {};
+
+ for (property in config) {
+ if (config.hasOwnProperty(property)) {
+ this[property] = config[property];
+ }
+ }
+ }
+ }
+});
+
+/*
+ * 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.
+ */
+Class(Serpentity, "System")({
+ prototype : {
+
+ /*
+ * This will be run when the system is added to the engine
+ */
+ added : function added(engine) {
+ // Override
+ },
+
+ /*
+ * This will be run when the system is removed from the engine
+ */
+ removed : function removed(engine) {
+ // Override
+ },
+
+ /*
+ * This will run every time the engine's update method is called
+ */
+ update : function update(dt) {
+ // Override
+ }
+ }
+});