X-Git-Url: https://git.r.bdr.sh/rbdr/serpentity/blobdiff_plain/81ed2430ba2c0f23acde2834ba679b2661c3e367..edee19fbcb97ddd350701a5ac48027ab3b862cf6:/README.md?ds=sidebyside diff --git a/README.md b/README.md index ef2214e..50b8f86 100644 --- a/README.md +++ b/README.md @@ -1,19 +1,20 @@ # Serpentity -Serpentity is a simple entity framework inspired by Ash. +Serpentity is a simple entity framework inspired by [Ash][ash]. Usage: - require('serpentity'); + const Serpentity = require('serpentity'); ## Instantiating an engine - var engine = Serpentity(); + const engine = new Serpentity(); -Add entities or systems: +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()); + engine.addSystem(new GameSystem(), priority); Update all systems: @@ -28,7 +29,7 @@ Remove entities or systems: Entities are the basic object of Serpentity, and they do nothing. - var entity = new Serpentity.Entity(); + const entity = new Serpentity.Entity(); All the behavior is added through components @@ -37,16 +38,19 @@ 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 - } - }); + 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.add(new PositionComponent()); + entity.addComponent(new PositionComponent()); Systems can refer to entities by requesting nodes. @@ -56,12 +60,9 @@ 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 - } - }); + 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 @@ -72,28 +73,30 @@ 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); - }); - } + 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 -## TO-DO +![Travis CI Build Status][travis-ci-badge] -* Removing components -* Implement the ashteroids demo (Serpentoids) -* Actually check performance +[ash]: http://www.ashframework.org/ +[travis-ci-badge]: https://travis-ci.org/serpentity/serpentity.svg?branch=master