X-Git-Url: https://git.r.bdr.sh/rbdr/serpentity/blobdiff_plain/74892a8fd50cdc2a1294d776dc246912de9f94d5..d6fab6f06014fcd113c1387624bf0482ed8b8f31:/README.md diff --git a/README.md b/README.md index 6703b5f..6f4ddce 100644 --- a/README.md +++ b/README.md @@ -4,11 +4,11 @@ Serpentity is a simple entity framework inspired by [Ash][ash]. Usage: - require('serpentity'); + import Serpentity from '@serpentity/serpentity'; ## Instantiating an engine - var engine = Serpentity(); + const engine = new Serpentity(); Add entities or systems, systems are added with a priority (the smaller the number, the earlier it will be called): @@ -29,7 +29,8 @@ Remove entities or systems: Entities are the basic object of Serpentity, and they do nothing. - var entity = new Serpentity.Entity(); + import { Entity } from '@serpentity/serpentity'; + const entity = new Entity(); All the behavior is added through components @@ -38,16 +39,20 @@ All the behavior is added through 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 - } - }); + import { Component } from '@serpentity/serpentity'; + const PositionComponent = class PositionComponent extends Component { + constructor(config) { + + this.x = 0; + this.y = 0; + + super(config); + } + }; You can add components to entities by using the add method: - entity.add(new PositionComponent()); + entity.addComponent(new PositionComponent()); Systems can refer to entities by requesting nodes. @@ -57,12 +62,10 @@ Systems can refer to entities by requesting 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 - } - }); + import { Node } from '@serpentity/serpentity'; + const MovementNode = class MovementNode extends Node; + MovementNode.position = PositionComponent; + MovementNode.motion = MotionComponent; You can then request an array of all the nodes representing entities that comply with that API @@ -73,37 +76,28 @@ that comply with that API 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); - }); - } - } - }); + import { System } from '@serpentity/serpentity'; + const TestSystem = class TestSystem extends System { + added(engine){ -## That's it + this.nodeList = engine.getNodes(MovementNode); + } -Just run `engine.update(dt)` in your game loop :D + removed(engine){ -## Checking it in the frontend (dev). + this.nodeList = undefined; + } -You can link the bower package to test it out locally. -Spawn a python server (`python -m SimpleHTTPServer`) to see -the test page in `http://localhost:8000/browser_test/` + update(dt){ + for (const node of this.nodeList) { + console.log(`Current position is: ${node.position.x},${node.position.y}`); + } + } + }; -## TO-DO +## That's it -* Removing components -* Implement the ashteroids demo (Serpentoids) -* Actually check performance +Just run `engine.update(dt)` in your game loop :D [ash]: http://www.ashframework.org/