+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;
+
+/***/ })
+/******/ ]);
+});
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