X-Git-Url: https://git.r.bdr.sh/rbdr/serpentity/blobdiff_plain/b3b840f89948d96aa28760fc5cf41c384488f6a6..HEAD:/lib/serpentity.js diff --git a/lib/serpentity.js b/lib/serpentity.js index 0d932ac..c5c3850 100644 --- a/lib/serpentity.js +++ b/lib/serpentity.js @@ -1,104 +1,14 @@ -'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()); +export { Component } from './serpentity/component.js'; +export { Entity } from './serpentity/entity.js'; +export { Node } from './serpentity/node.js'; +export { System } from './serpentity/system.js'; +import { NodeCollection } from './serpentity/node_collection.js'; -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 - -*/ -const Serpentity = class Serpentity { +/* + * Serpentity is the main engine class + */ +export default class Serpentity { constructor(config) { @@ -171,6 +81,7 @@ const Serpentity = class Serpentity { if (this.entities.indexOf(entity) >= 0) { return false; } + this.entities.push(entity); for (const collection of this._nodeCollections) { @@ -209,11 +120,11 @@ const Serpentity = class Serpentity { const position = this._nodeCollectionKeys.indexOf(nodeType); if (position >= 0) { - return this._nodeCollections[position].nodes; + return this._nodeCollections[position]; } - const nodeCollection = new Serpentity.NodeCollection({ - type : nodeType + const nodeCollection = new NodeCollection({ + type: nodeType }); this._nodeCollectionKeys.push(nodeType); @@ -223,7 +134,7 @@ const Serpentity = class Serpentity { nodeCollection.add(entity); } - return nodeCollection.nodes; + return nodeCollection; } /* @@ -235,13 +146,4 @@ const Serpentity = class Serpentity { system.update(dt); } } -}; - -// Add namespaced objects. -Serpentity.Component = require('./serpentity/component.js'); -Serpentity.Entity = require('./serpentity/entity.js'); -Serpentity.Node = require('./serpentity/node.js'); -Serpentity.NodeCollection = require('./serpentity/node_collection.js'); -Serpentity.System = require('./serpentity/system.js'); - -module.exports = Serpentity; +}