From: Ben Beltran Date: Fri, 29 Jan 2016 03:51:13 +0000 (-0600) Subject: New compiled serpentity X-Git-Tag: 1.0.0^2~9 X-Git-Url: https://git.r.bdr.sh/rbdr/serpentity/commitdiff_plain/1bd778d281811ad568cf976330da1c550119d5ad?hp=bf8f1394a3b0fc0213ac069aa65b2407f1d0d090 New compiled serpentity --- diff --git a/dist/serpentity.js b/dist/serpentity.js index 1f9b250..8871985 100644 --- a/dist/serpentity.js +++ b/dist/serpentity.js @@ -1,17 +1,15 @@ -if (typeof require !== "undefined") { - require("neon"); -} +'use strict'; /* Serpentity is a simple entity framework inspired by Ash. Usage: - require('serpentity'); + let Serpentity = require('serpentity'); ## 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): @@ -32,7 +30,7 @@ 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 @@ -41,12 +39,14 @@ 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) { + this.x = 0; + this.y = 0; + + super(config); + } + }; You can add components to entities by using the add method: @@ -60,12 +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 - } - }); + 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 @@ -76,299 +73,292 @@ 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 */ -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); - }); - } +let Serpentity = class Serpentity { + + constructor (config) { + this.systems = []; + this.entities = []; + this._nodeCollections = []; + this._nodeCollectionKeys = []; + + Object.assign(this, config || {}); + } + + /* + * 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 (system, priority) { + let 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 (system) { + let 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 (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 (entity) { + let position; + + position = this.entities.indexOf(entity); + if (position >= 0) { + this._nodeCollections.forEach(function (collection) { + collection.remove(entity); + }); + + this.entities.splice(position, 1); + return true; } -}); - -if (typeof require !== "undefined") { - require("./component.js"); - require("./entity.js"); - require("./node.js"); - require("./node_collection.js"); - require("./system.js"); + + return false; + } + + /* + * Given a Node Class, retrieves a list of all the nodes for each + * applicable entity. + */ + getNodes (nodeType) { + let 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 (dt) { + this.systems.forEach(function (system) { + system.update(dt); + }); + } +}; + +// Add namespaced objects. +if (typeof module !== 'undefined' && this.module !== module) { + 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; +} else { + window.Serpentity = Serpentity; } +'use strict'; + +/* global Serpentity */ + /* * 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 - */ - addComponent : function addComponent(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]; - } - } + +let Entity = class Entity { + constructor (config) { + this._componentKeys = []; + this._components = []; + + Object.assign(this, config || {}); + } + + /* + * Adds a component to the entity. + * + * returns true if added, false if already present + */ + addComponent (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 (componentClass) { + if (this._componentKeys.indexOf(componentClass) >= 0) { + return true; + } + return false; + } + + /* + * returns the component associated with that key + */ + getComponent (componentClass) { + let position; + position = this._componentKeys.indexOf(componentClass); + if (position >= 0) { + return this._components[position]; + } + } +}; + +if (typeof module !== 'undefined' && this.module !== module) { + module.exports = Entity; +} else { + Serpentity.Entity = Entity; +} + +'use strict'; + +/* global Serpentity */ /* * 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; +let Node = class Node { - for (property in this.types) { + /* + * Returns true if the given entity matches the defined protocol, + * false otherwise + */ + static matches (entity) { + let property, types; - if (this.types.hasOwnProperty(property)) { - matched = false; + types = this.types; - if (entity.hasComponent(types[property])) { - matched = true; - } + for (property in types) { + if (types.hasOwnProperty(property)) { + let matched, type; - if (!matched) { - return false; - } - } - } + matched = false; + type = types[property]; + if (entity.hasComponent(type)) { + matched = true; + } + if (!matched) { + return false; + } + } + } - return true; - }, + return true; + } - prototype : { + constructor (config) { + this.types = {}; - types : null, + Object.assign(this, config || {}); + } +}; - init : function (config) { - var property; +if (typeof module !== 'undefined' && this.module !== module) { + module.exports = Node; +} else { + Serpentity.Node = Node; +} - this.types = {}; +'use strict'; - for (property in this.constructor) { - if (this.constructor.hasOwnProperty(property)) { - this.types[property] = this.constructor[property]; - } - } - } - } -}); +/* global Serpentity */ /* * Node Collections contain nodes, in order to keep the lists of nodes @@ -377,93 +367,94 @@ Class(Serpentity, "Node")({ * 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; + +let NodeCollection = class NodeCollection { + + constructor (config) { + this.nodes = []; + this.type = null; + + Object.assign(this, config || {}); + } + + /* + * Creates a node for an entity if it matches, and adds it to the + * node list. + * + * Returns true if added, false otherwise. + */ + add (entity) { + + if (this.type.matches(entity) && !this._entityExists(entity)) { + let node, types, property; + + 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 (entity) { + let 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 (entity) { + let found, node; + + found = false; + for (node of this.nodes) { + if (node.entity === entity) { + found = true; + } } -}); + + return found; + } +}; + +if (typeof module !== 'undefined' && this.module !== module) { + module.exports = NodeCollection; +} else { + Serpentity.NodeCollection = NodeCollection; +} + +'use strict'; + +/* global Serpentity */ /* * Components store data. Nothing to say here really, just @@ -471,51 +462,60 @@ Class(Serpentity, "NodeCollection")({ * It's just an empty class, so what I'm trying to say is your * components can be any class whatsoever. */ -Class(Serpentity, "Component")({ - prototype : { - init : function init(config) { - var property; - - config = config || {}; - - for (property in config) { - if (config.hasOwnProperty(property)) { - this[property] = config[property]; - } - } - } - } -}); + +let Component = class Component { + constructor (config) { + Object.assign(this, config || {}); + } +}; + +if (typeof module !== 'undefined' && this.module !== module) { + module.exports = Component; +} else { + Serpentity.Component = Component; +} + +'use strict'; + +/* global Serpentity */ /* * 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. + * three methods. They are shown here to document the interface. */ -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 - } - } -}); + +let System = class System { + + /* + * This will be run when the system is added to the engine + */ + added () { + // Override with added(engine) + // Receives an instance of the serpentity engine + } + + /* + * This will be run when the system is removed from the engine + */ + removed () { + // Override with removed(engine) + // Receives an instance of the serpentity engine + } + + /* + * This will run every time the engine's update method is called + */ + update () { + // Override with update(dt) + // Receives a delta of the time + } +}; + +if (typeof module !== 'undefined' && this.module !== module) { + module.exports = System; +} else { + Serpentity.System = System; +} diff --git a/dist/serpentity.min.js b/dist/serpentity.min.js deleted file mode 100644 index 84ef4f1..0000000 --- a/dist/serpentity.min.js +++ /dev/null @@ -1,6 +0,0 @@ -"undefined"!=typeof require&&require("neon"),Class("Serpentity")({prototype:{systems:null,entities:null,_nodeCollections:null,_nodeCollectionKeys:null,init:function(e){var t;e=e||{},this.systems=[],this.entities=[],this._nodeCollections=[],this._nodeCollectionKeys=[];for(t in e)e.hasOwnProperty(t)&&(this[t]=e[t])},addSystem:function(e,t){var i,s;return this.systems.indexOf(e)>=0?!1:(e.priority=t,s=!1,i=0,this.systems.some(function(t,n){return i=n,t.priority>=e.priority?(s=!0,!0):void 0}),s||(i+=1),this.systems.splice(i,0,e),e.added(this),!0)},removeSystem:function(e){var t;return t=this.systems.indexOf(e),t>=0?(this.systems[t].removed(this),this.systems.splice(t,1),!0):!1},addEntity:function(e){return this.entities.indexOf(e)>=0?!1:(this.entities.push(e),this._nodeCollections.forEach(function(t){t.add(e)}),!0)},removeEntity:function(e){var t;return t=this.entities.indexOf(e),t>=0?(this._nodeCollections.forEach(function(t){t.remove(e)}),this.entities.splice(t,1),!0):!1},getNodes:function(e){var t,i;return t=this._nodeCollectionKeys.indexOf(e),t>=0?this._nodeCollections[t].nodes:(i=new Serpentity.NodeCollection({type:e}),this._nodeCollectionKeys.push(e),this._nodeCollections.push(i),this.entities.forEach(function(e){i.add(e)}),i.nodes)},update:function(e){this.systems.forEach(function(t){t.update(e)})}}}),"undefined"!=typeof require&&(require("./component.js"),require("./entity.js"),require("./node.js"),require("./node_collection.js"),require("./system.js")); -Class(Serpentity,"Entity")({prototype:{_components:null,_componentKeys:null,init:function(n){var t;this._componentKeys=[],this._components=[];for(t in n)n.hasOwnProperty(t)&&(this[t]=n[t])},addComponent:function(n){return this._componentKeys.indexOf(n.constructor)>=0?!1:(this._componentKeys.push(n.constructor),this._components.push(n),!0)},hasComponent:function(n){return this._componentKeys.indexOf(n)>=0?!0:!1},getComponent:function(n){var t;return t=this._componentKeys.indexOf(n),t>=0?this._components[t]:void 0}}}); -Class(Serpentity,"Node")({matches:function(t){var s,r,n;n=this.types;for(s in this.types)if(this.types.hasOwnProperty(s)&&(r=!1,t.hasComponent(n[s])&&(r=!0),!r))return!1;return!0},prototype:{types:null,init:function(){var t;this.types={};for(t in this.constructor)this.constructor.hasOwnProperty(t)&&(this.types[t]=this.constructor[t])}}}); -Class(Serpentity,"NodeCollection")({prototype:{type:null,nodes:null,init:function(t){var n;t=t||{},this.nodes=[];for(n in t)t.hasOwnProperty(n)&&(this[n]=t[n])},add:function(t){var n,e,i;if(this.type.matches(t)&&!this._entityExists(t)){n=new this.type({}),n.entity=t,e=this.type.types;for(i in e)e.hasOwnProperty(i)&&(n[i]=t.getComponent(e[i]));return this.nodes.push(n),!0}return!1},remove:function(t){var n;return n=-1,this.nodes.forEach(function(e,i){e.entity===t&&(n=i)}),n>=0?(this.nodes.splice(n,1),!0):!1},_entityExists:function(t){var n;return n=!1,this.nodes.forEach(function(e){e.entity===t&&(n=!0)}),n}}}); -Class(Serpentity,"Component")({prototype:{init:function(t){var n;t=t||{};for(n in t)t.hasOwnProperty(n)&&(this[n]=t[n])}}}); -Class(Serpentity,"System")({prototype:{added:function(){},removed:function(){},update:function(){}}}); \ No newline at end of file