-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.add(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
- */
- add : function add(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")({
-
-});
-
-/*
- * 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
- }
- }
-});
+!function(e,t){"object"==typeof exports&&"object"==typeof module?module.exports=t():"function"==typeof define&&define.amd?define([],t):"object"==typeof exports?exports.Serpentity=t():e.Serpentity=t()}(window,(function(){return function(e){var t={};function n(r){if(t[r])return t[r].exports;var i=t[r]={i:r,l:!1,exports:{}};return e[r].call(i.exports,i,i.exports,n),i.l=!0,i.exports}return n.m=e,n.c=t,n.d=function(e,t,r){n.o(e,t)||Object.defineProperty(e,t,{enumerable:!0,get:r})},n.r=function(e){"undefined"!=typeof Symbol&&Symbol.toStringTag&&Object.defineProperty(e,Symbol.toStringTag,{value:"Module"}),Object.defineProperty(e,"__esModule",{value:!0})},n.t=function(e,t){if(1&t&&(e=n(e)),8&t)return e;if(4&t&&"object"==typeof e&&e&&e.__esModule)return e;var r=Object.create(null);if(n.r(r),Object.defineProperty(r,"default",{enumerable:!0,value:e}),2&t&&"string"!=typeof e)for(var i in e)n.d(r,i,function(t){return e[t]}.bind(null,i));return r},n.n=function(e){var t=e&&e.__esModule?function(){return e.default}:function(){return e};return n.d(t,"a",t),t},n.o=function(e,t){return Object.prototype.hasOwnProperty.call(e,t)},n.p="",n(n.s=1)}([function(e,t,n){"use strict";var r,i="object"==typeof Reflect?Reflect:null,s=i&&"function"==typeof i.apply?i.apply:function(e,t,n){return Function.prototype.apply.call(e,t,n)};r=i&&"function"==typeof i.ownKeys?i.ownKeys:Object.getOwnPropertySymbols?function(e){return Object.getOwnPropertyNames(e).concat(Object.getOwnPropertySymbols(e))}:function(e){return Object.getOwnPropertyNames(e)};var o=Number.isNaN||function(e){return e!=e};function u(){u.init.call(this)}e.exports=u,u.EventEmitter=u,u.prototype._events=void 0,u.prototype._eventsCount=0,u.prototype._maxListeners=void 0;var c=10;function f(e){if("function"!=typeof e)throw new TypeError('The "listener" argument must be of type Function. 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\ No newline at end of file