X-Git-Url: https://git.r.bdr.sh/rbdr/serpentity/blobdiff_plain/eecd25c9188b5c045d89aa26d1d367dd5131d88f..167b4bbc35c38f76639d4e9e438b76e64fc5f457:/README.md diff --git a/README.md b/README.md index 4d73f18..96e3a05 100644 --- a/README.md +++ b/README.md @@ -1,14 +1,18 @@ # Serpentity -Serpentity is a simple entity framework inspired by [Ash][ash]. +Serpentity is a simple entity framework inspired by Ash. Usage: - require('serpentity'); + let Serpentity = require('serpentity'); + +or: + + ## Instantiating an engine - var engine = Serpentity(); + let engine = Serpentity(); Add entities or systems, systems are added with a priority (the smaller the number, the earlier it will be called): @@ -29,7 +33,7 @@ Remove entities or systems: Entities are the basic object of Serpentity, and they do nothing. - var entity = new Serpentity.Entity(); + let entity = new Serpentity.Entity(); All the behavior is added through components @@ -38,16 +42,18 @@ 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 - } - }); + let PositionComponent = class PositionComponent extends Serpentity.Component { + constructor (config) { + super(config); + + this.x = this.x || 0; + this.y = this.y || 0; + } + }; 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 +63,9 @@ 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 - } - }); + let 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 @@ -73,40 +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); - }); - } + let TestSystem = class TestSystem extends Serpentity.System { + added (engine){ + this.nodeList = engine.getNodes(MovementNode); + }, + removed (engine){ + this.nodeList = undefined; + } + update (dt){ + let node; + for (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 -## Checking it in the frontend (dev). - -You can link the bower package (bower.json is in `lib/serpentity/` to -make paths cleaner), then link it again from the root directory and -spawn a python server (`python -m SimpleHTTPServer`). The test page -will be available in `http://localhost:8000/browser_test/` - -If you just want to use it, it's available as a bower package! - - ## TO-DO -* Removing components -* Implement the ashteroids demo (Serpentoids) -* Actually check performance +* Minimize code (Uglify does not support ES6 yet) +* Check Performance [ash]: http://www.ashframework.org/