From: Ben Beltran Date: Mon, 11 Aug 2014 11:56:50 +0000 (-0500) Subject: Adds priorities X-Git-Tag: v0.1.3~6 X-Git-Url: https://git.r.bdr.sh/rbdr/serpentity/commitdiff_plain/42c62ebf0114f17ffc88f7a025b0bd826cd068fb?ds=inline Adds priorities --- diff --git a/README.md b/README.md index f90083b..3d2ebb0 100644 --- a/README.md +++ b/README.md @@ -10,10 +10,11 @@ Usage: var engine = 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: @@ -94,7 +95,6 @@ Just run `engine.update(dt)` in your game loop :D ## TO-DO -* Priorities * Removing components * Implement the ashteroids demo (Serpentoids) * Actually check performance diff --git a/bin/test b/bin/test index 55e0aa2..222a653 100755 --- a/bin/test +++ b/bin/test @@ -39,7 +39,52 @@ Class("TestSystem").inherits(Serpentity.System)({ } }); var testSystem = new TestSystem(); -console.log("TestSystem: " + "CREATE OK".green) + +Class("LowProTestSystem").inherits(Serpentity.System)({ + prototype : { + added : function added(engine) { + this.testNodes = engine.getNodes(TestNode); + console.log("System added callback: " + "EXEC OK".green); + }, + + removed : function removed(engine) { + this.testNodes = null; + console.log("System removed callback: " + "EXEC OK".green); + }, + + update : function update(dt) { + this.testNodes.forEach(function (node) { + console.log("Running Low Priority Node: " + (node.test.testMessage === "test" ? "SYSTEM OK".green : "FAIL".RED)); + }); + console.log("System update callback: " + "EXEC OK".green); + } + } +}); +var lowProTestSystem = new LowProTestSystem(); +console.log("LowProTestSystem: " + "CREATE OK".green) + +Class("MidProTestSystem").inherits(Serpentity.System)({ + prototype : { + added : function added(engine) { + this.testNodes = engine.getNodes(TestNode); + console.log("System added callback: " + "EXEC OK".green); + }, + + removed : function removed(engine) { + this.testNodes = null; + console.log("System removed callback: " + "EXEC OK".green); + }, + + update : function update(dt) { + this.testNodes.forEach(function (node) { + console.log("Running Mid Priority Node: " + (node.test.testMessage === "test" ? "SYSTEM OK".green : "FAIL".RED)); + }); + console.log("System update callback: " + "EXEC OK".green); + } + } +}); +var midProTestSystem = new MidProTestSystem(); +console.log("MidProTestSystem: " + "CREATE OK".green) Class("TestComponent").inherits(Serpentity.Component)({ @@ -62,7 +107,7 @@ console.log("\n## Adding system to the engine".bold.black) var engine = new Serpentity(); console.log("engine: " + "CREATE OK".green) -engine.addSystem(testSystem); +engine.addSystem(testSystem, 0); console.log("\n## Running update without any entities".bold.black) engine.update(10); @@ -73,10 +118,18 @@ entity.add(new TestComponent()); engine.addEntity(entity); engine.update(10); +console.log("\n## Adding Low Priority System".bold.black) +engine.addSystem(lowProTestSystem, 10); +engine.update(10); + +console.log("\n## Adding Mid Priority System".bold.black) +engine.addSystem(midProTestSystem, 5); +engine.update(10); + console.log("\n## Removing the system and readding".bold.black) engine.removeSystem(testSystem); engine.update(10); -engine.addSystem(testSystem); +engine.addSystem(testSystem, 0); engine.update(10); console.log("\n## Adding a second entity".bold.black) diff --git a/lib/serpentity/serpentity.js b/lib/serpentity/serpentity.js index d1c1cb0..d86c47e 100644 --- a/lib/serpentity/serpentity.js +++ b/lib/serpentity/serpentity.js @@ -11,10 +11,11 @@ Usage: var engine = 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: @@ -122,11 +123,31 @@ Class("Serpentity")({ * * returns true if added succesfully, false if already added */ - addSystem : function addSystem(system) { + addSystem : function addSystem(system, priority) { + var lastIndex, found; + if (this.systems.indexOf(system) >= 0) { return false; } - this.systems.push(system); + + 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; },