]> git.r.bdr.sh - rbdr/serpentity/blobdiff - dist/serpentity.js
Normalizes API for entities
[rbdr/serpentity] / dist / serpentity.js
index cfeb5c6e4adba69ece72d73a9608976264d72be6..1f9b250eadca63d61b7009d9c821d982a7f10fba 100644 (file)
@@ -1,6 +1,521 @@
-"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:{addedComponents:null,init:function(n){var t;this.components={};for(t in n)n.hasOwnProperty(t)&&(this[t]=n[t])},add:function(n){return this.components.hasOwnProperty(n.constructor)?!1:(this.components[n.constructor]=n,!0)},hasComponent:function(n){return this.components.hasOwnProperty(n)?!0:!1}}});
-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.components[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
+        }
+    }
+});