From: Ben Beltran Date: Mon, 28 Mar 2016 06:11:04 +0000 (-0600) Subject: Merge branch 'release/1.0.0' X-Git-Tag: 1.0.0 X-Git-Url: https://git.r.bdr.sh/rbdr/serpentity/commitdiff_plain/refs/tags/1.0.0?hp=6869172198b8cf67a5d532bc4fbb04005d452b4d Merge branch 'release/1.0.0' --- diff --git a/README.md b/README.md index 6724652..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 @@ -38,14 +42,16 @@ 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 addComponent method: +You can add components to entities by using the add method: entity.addComponent(new PositionComponent()); @@ -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 @@ -73,37 +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 to test it out locally. -Spawn a python server (`python -m SimpleHTTPServer`) to see -the test page in `http://localhost:8000/browser_test/` - - ## 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/ diff --git a/bin/test b/bin/test deleted file mode 100755 index e5218df..0000000 --- a/bin/test +++ /dev/null @@ -1,147 +0,0 @@ -#!/usr/bin/env node - -require("colors"); -require("serpentity"); - -///////////////// -// Load the stuff -///////////////// -console.log("\n## Loading".bold.black) -console.log("Serpentity: " + (typeof Serpentity !== "undefined" ? "LOAD OK".green : "FAIL".red)); -console.log("Serpentity.Entity: " + (typeof Serpentity !== "undefined" && Serpentity.Entity ? "LOAD OK".green : "FAIL".red)); -console.log("Serpentity.Component: " + (typeof Serpentity !== "undefined" && Serpentity.Component ? "LOAD OK".green : "FAIL".red)); -console.log("Serpentity.System: " + (typeof Serpentity !== "undefined" && Serpentity.System ? "LOAD OK".green : "FAIL".red)); -console.log("Serpentity.Node: " + (typeof Serpentity !== "undefined" && Serpentity.Node ? "LOAD OK".green : "FAIL".red)); -console.log("Serpentity.NodeCollection: " + (typeof Serpentity !== "undefined" && Serpentity.NodeCollection ? "LOAD OK".green : "FAIL".red)); - -////////////////////// -// Create test classes -////////////////////// -console.log("\n## Creating Test Classes".bold.black); -Class("TestSystem").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 Node: " + (node.test.testMessage === "test" ? "SYSTEM OK".green : "FAIL".RED)); - }); - console.log("System update callback: " + "EXEC OK".green); - } - } -}); -var testSystem = new TestSystem(); - -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)({ - prototype : { - testMessage : "test" - } -}); -console.log("TestComponent: " + "CREATE OK".green) - -Class("TestNode").inherits(Serpentity.Node)({ - types : { - test : TestComponent - } -}); -console.log("TestNode: " + "CREATE OK".green) - - -console.log("\n## Adding system to the engine".bold.black) - -var engine = new Serpentity(); -console.log("engine: " + "CREATE OK".green) - -engine.addSystem(testSystem, 0); - -console.log("\n## Running update without any entities".bold.black) -engine.update(10); - -console.log("\n## Adding system to the engine and updating".bold.black) -var entity = new Serpentity.Entity(); -entity.addComponent(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, 0); -engine.update(10); - -console.log("\n## Adding a second entity".bold.black) -var entity = new Serpentity.Entity(); -entity.addComponent(new TestComponent()); -engine.addEntity(entity); -engine.update(10); - -console.log("\n## Removing entity".bold.black) -engine.removeEntity(entity) -engine.update(10); - -console.log("\n## Removing system".bold.black) -engine.removeSystem(testSystem) -engine.update(10); diff --git a/bower.json b/bower.json deleted file mode 100644 index 7ac066a..0000000 --- a/bower.json +++ /dev/null @@ -1,35 +0,0 @@ -{ - "name": "serpentity", - "version": "0.1.7", - "homepage": "https://github.com/rbdr/serpentity", - "authors": [ - "Ben Beltran " - ], - "description": "A simple entity framework inspired by ash", - "main": [ - "./dist/serpentity.js" - ], - "keywords": [ - "entity", - "serpentity" - ], - "license": "MIT", - "ignore": [ - "**/.*", - "node_modules", - "bower_components", - "test", - "tests", - "bin", - "browser_test", - "LICENSE", - "bower.json", - "README.md", - "gulpfile.js", - "package.json", - "lib" - ], - "dependencies": { - "neon": "*" - } -} diff --git a/browser_test/index.html b/browser_test/index.html deleted file mode 100644 index 1183efc..0000000 --- a/browser_test/index.html +++ /dev/null @@ -1,156 +0,0 @@ - - - - Serpentity Browser Test - - - - - -

404 Droids Not Found

- Look in your console... - - diff --git a/dist/serpentity.js b/dist/serpentity.js index 1f9b250..8257ad2 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 +73,347 @@ 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; - } +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); - 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); - }); - } +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +var Serpentity = function () { + function Serpentity(config) { + _classCallCheck(this, Serpentity); + + 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 + */ + + + _createClass(Serpentity, [{ + key: 'addSystem', + value: function addSystem(system, priority) { + var lastIndex = void 0, + found = void 0; + + 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 + */ + + }, { + key: 'removeSystem', + value: function removeSystem(system) { + var position = void 0; + + 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 + */ + + }, { + key: 'addEntity', + value: 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 + */ + + }, { + key: 'removeEntity', + value: function removeEntity(entity) { + var position = void 0; + + 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. + */ + + }, { + key: 'getNodes', + value: function getNodes(nodeType) { + var position = void 0, + nodeCollection = void 0; + + 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. + */ + + }, { + key: 'update', + value: function update(dt) { + this.systems.forEach(function (system) { + system.update(dt); + }); } -}); - -if (typeof require !== "undefined") { - require("./component.js"); - require("./entity.js"); - require("./node.js"); - require("./node_collection.js"); - require("./system.js"); + }]); + + return Serpentity; +}(); + +// Add namespaced objects. +if (typeof module !== 'undefined' && undefined.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; } +'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]; - } - } + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +var Entity = function () { + function Entity(config) { + _classCallCheck(this, Entity); + + this._componentKeys = []; + this._components = []; + + Object.assign(this, config || {}); + } + + /* + * Adds a component to the entity. + * + * returns true if added, false if already present + */ + + + _createClass(Entity, [{ + key: 'addComponent', + value: 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 + */ + + }, { + key: 'hasComponent', + value: function hasComponent(componentClass) { + if (this._componentKeys.indexOf(componentClass) >= 0) { + return true; + } + return false; + } + + /* + * returns the component associated with that key + */ + + }, { + key: 'getComponent', + value: function getComponent(componentClass) { + var position = this._componentKeys.indexOf(componentClass); + if (position >= 0) { + return this._components[position]; + } + } + }]); + + return Entity; +}(); + +if (typeof module !== 'undefined' && undefined.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")({ + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +var Node = function () { + _createClass(Node, null, [{ + key: 'matches', + /* * Returns true if the given entity matches the defined protocol, * false otherwise */ - matches : function matches(entity) { - var property, matched, types; + value: function matches(entity) { + var types = this.types; - types = this.types; + for (var typeName in types) { + if (types.hasOwnProperty(typeName)) { - for (property in this.types) { + var matched = false; + var type = types[typeName]; - if (this.types.hasOwnProperty(property)) { - matched = false; + if (entity.hasComponent(type)) { + matched = true; + } - if (entity.hasComponent(types[property])) { - matched = true; - } + if (!matched) { + return false; + } + } + } - if (!matched) { - return false; - } - } - } + return true; + } + }]); - return true; - }, + function Node(config) { + _classCallCheck(this, Node); - prototype : { + this.types = {}; - types : null, + Object.assign(this, config || {}); + } - init : function (config) { - var property; + return Node; +}(); - this.types = {}; +if (typeof module !== 'undefined' && undefined.module !== module) { + module.exports = Node; +} else { + Serpentity.Node = Node; +} +'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 +422,130 @@ 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; +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); - config = config || {}; +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } - this.nodes = []; +var NodeCollection = function () { + function NodeCollection(config) { + _classCallCheck(this, NodeCollection); - for (property in config) { - if (config.hasOwnProperty(property)) { - this[property] = config[property]; - } - } - }, + this.nodes = []; + this.type = null; - /* - * 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; + Object.assign(this, config || {}); + } - if (this.type.matches(entity) && !this._entityExists(entity)) { - node = new this.type({}); + /* + * Creates a node for an entity if it matches, and adds it to the + * node list. + * + * Returns true if added, false otherwise. + */ - node.entity = entity; - types = this.type.types; + _createClass(NodeCollection, [{ + key: 'add', + value: function add(entity) { - for (property in types) { - if (types.hasOwnProperty(property)) { - node[property] = entity.getComponent(types[property]); - } - } + if (this.type.matches(entity) && !this._entityExists(entity)) { - this.nodes.push(node); + var node = new this.type({}); + var types = this.type.types; - return true; - } + node.entity = entity; - 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; - } + for (var typeName in types) { + if (types.hasOwnProperty(typeName)) { + node[typeName] = entity.getComponent(types[typeName]); + } + } - 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; + 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. + */ + + }, { + key: 'remove', + value: function remove(entity) { + var 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. + */ + + }, { + key: '_entityExists', + value: function _entityExists(entity) { + var found = false; + + var _iteratorNormalCompletion = true; + var _didIteratorError = false; + var _iteratorError = undefined; + + try { + for (var _iterator = this.nodes[Symbol.iterator](), _step; !(_iteratorNormalCompletion = (_step = _iterator.next()).done); _iteratorNormalCompletion = true) { + var node = _step.value; + + if (node.entity === entity) { + found = true; + } + } + } catch (err) { + _didIteratorError = true; + _iteratorError = err; + } finally { + try { + if (!_iteratorNormalCompletion && _iterator.return) { + _iterator.return(); + } + } finally { + if (_didIteratorError) { + throw _iteratorError; + } + } + } + + return found; + } + }]); + + return NodeCollection; +}(); + +if (typeof module !== 'undefined' && undefined.module !== module) { + module.exports = NodeCollection; +} else { + Serpentity.NodeCollection = NodeCollection; +} +'use strict'; + +/* global Serpentity */ /* * Components store data. Nothing to say here really, just @@ -471,51 +553,81 @@ 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]; - } - } - } - } -}); + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +var Component = function Component(config) { + _classCallCheck(this, Component); + + Object.assign(this, config || {}); +}; + +if (typeof module !== 'undefined' && undefined.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 - } + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +var System = function () { + function System() { + _classCallCheck(this, System); + } + + _createClass(System, [{ + key: 'added', + + + /* + * This will be run when the system is added to the engine + */ + value: function added() {} + // Override with added(engine) + // Receives an instance of the serpentity engine + + + /* + * This will be run when the system is removed from the engine + */ + + }, { + key: 'removed', + value: function removed() {} + // Override with removed(engine) + // Receives an instance of the serpentity engine + + + /* + * This will run every time the engine's update method is called + */ + + }, { + key: 'update', + value: function update() { + // Override with update(dt) + // Receives a delta of the time } -}); + }]); + + return System; +}(); + +if (typeof module !== 'undefined' && undefined.module !== module) { + module.exports = System; +} else { + Serpentity.System = System; +} \ No newline at end of file diff --git a/dist/serpentity.min.js b/dist/serpentity.min.js index 84ef4f1..abf6ba1 100644 --- a/dist/serpentity.min.js +++ b/dist/serpentity.min.js @@ -1,6 +1 @@ -"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 +"use strict";function _classCallCheck(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}function _classCallCheck(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}function _classCallCheck(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}function _classCallCheck(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}function _classCallCheck(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}function _classCallCheck(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}var _createClass=function(){function e(e,t){for(var n=0;n=0?!1:(e.priority=t,o=!1,n=0,this.systems.some(function(t,i){return n=i,t.priority>=e.priority?(o=!0,!0):void 0}),o||(n+=1),this.systems.splice(n,0,e),e.added(this),!0)}},{key:"removeSystem",value:function(e){var t=void 0;return t=this.systems.indexOf(e),t>=0?(this.systems[t].removed(this),this.systems.splice(t,1),!0):!1}},{key:"addEntity",value:function(e){return this.entities.indexOf(e)>=0?!1:(this.entities.push(e),this._nodeCollections.forEach(function(t){t.add(e)}),!0)}},{key:"removeEntity",value:function(e){var t=void 0;return t=this.entities.indexOf(e),t>=0?(this._nodeCollections.forEach(function(t){t.remove(e)}),this.entities.splice(t,1),!0):!1}},{key:"getNodes",value:function(t){var n=void 0,o=void 0;return n=this._nodeCollectionKeys.indexOf(t),n>=0?this._nodeCollections[n].nodes:(o=new e.NodeCollection({type:t}),this._nodeCollectionKeys.push(t),this._nodeCollections.push(o),this.entities.forEach(function(e){o.add(e)}),o.nodes)}},{key:"update",value:function(e){this.systems.forEach(function(t){t.update(e)})}}]),e}();"undefined"!=typeof module&&(void 0).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);var _createClass=function(){function e(e,t){for(var n=0;n=0?!1:(this._componentKeys.push(e.constructor),this._components.push(e),!0)}},{key:"hasComponent",value:function(e){return!!(this._componentKeys.indexOf(e)>=0)}},{key:"getComponent",value:function(e){var t=this._componentKeys.indexOf(e);return t>=0?this._components[t]:void 0}}]),e}();"undefined"!=typeof module&&(void 0).module!==module?module.exports=Entity:Serpentity.Entity=Entity;var _createClass=function(){function e(e,t){for(var n=0;n=0?(this.nodes.splice(t,1),!0):!1}},{key:"_entityExists",value:function(e){var t=!1,n=!0,o=!1,i=void 0;try{for(var s,r=this.nodes[Symbol.iterator]();!(n=(s=r.next()).done);n=!0){var a=s.value;a.entity===e&&(t=!0)}}catch(l){o=!0,i=l}finally{try{!n&&r["return"]&&r["return"]()}finally{if(o)throw i}}return t}}]),e}();"undefined"!=typeof module&&(void 0).module!==module?module.exports=NodeCollection:Serpentity.NodeCollection=NodeCollection;var Component=function e(t){_classCallCheck(this,e),Object.assign(this,t||{})};"undefined"!=typeof module&&(void 0).module!==module?module.exports=Component:Serpentity.Component=Component;var _createClass=function(){function e(e,t){for(var n=0;n= 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; + } + + 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; +} diff --git a/lib/serpentity/component.js b/lib/serpentity/component.js index 0018a88..e9abcd1 100644 --- a/lib/serpentity/component.js +++ b/lib/serpentity/component.js @@ -1,21 +1,22 @@ +'use strict'; + +/* global Serpentity */ + /* * Components store data. Nothing to say here really, just * inherit and add a prototype, or don't even inherit, see? * 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 || {}; +let Component = class Component { + constructor (config) { + Object.assign(this, config || {}); + } +}; - for (property in config) { - if (config.hasOwnProperty(property)) { - this[property] = config[property]; - } - } - } - } -}); +if (typeof module !== 'undefined' && this.module !== module) { + module.exports = Component; +} else { + Serpentity.Component = Component; +} diff --git a/lib/serpentity/entity.js b/lib/serpentity/entity.js index c020f05..add823e 100644 --- a/lib/serpentity/entity.js +++ b/lib/serpentity/entity.js @@ -1,58 +1,57 @@ +'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 = 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; +} diff --git a/lib/serpentity/node.js b/lib/serpentity/node.js index 00abde2..fa0af75 100644 --- a/lib/serpentity/node.js +++ b/lib/serpentity/node.js @@ -1,50 +1,48 @@ +'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; - - for (property in this.types) { +let Node = class Node { - if (this.types.hasOwnProperty(property)) { - matched = false; + /* + * Returns true if the given entity matches the defined protocol, + * false otherwise + */ + static matches (entity) { + let types = this.types; - if (entity.hasComponent(types[property])) { - matched = true; - } + for (let typeName in types) { + if (types.hasOwnProperty(typeName)) { - if (!matched) { - return false; - } - } - } + let matched = false; + let type = types[typeName]; - return true; - }, + if (entity.hasComponent(type)) { + matched = true; + } - prototype : { + if (!matched) { + return false; + } + } + } - types : null, + return true; + } - init : function (config) { - var property; + constructor (config) { + this.types = {}; - this.types = {}; + Object.assign(this, config || {}); + } +}; - for (property in this.constructor) { - if (this.constructor.hasOwnProperty(property)) { - this.types[property] = this.constructor[property]; - } - } - } - } -}); +if (typeof module !== 'undefined' && this.module !== module) { + module.exports = Node; +} else { + Serpentity.Node = Node; +} diff --git a/lib/serpentity/node_collection.js b/lib/serpentity/node_collection.js index d1d25fc..7c51991 100644 --- a/lib/serpentity/node_collection.js +++ b/lib/serpentity/node_collection.js @@ -1,3 +1,7 @@ +'use strict'; + +/* global Serpentity */ + /* * Node Collections contain nodes, in order to keep the lists of nodes * that belong to each type. @@ -5,90 +9,85 @@ * 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 = new this.type({}); + let types = this.type.types; + + node.entity = entity; + + for (let typeName in types) { + if (types.hasOwnProperty(typeName)) { + node[typeName] = entity.getComponent(types[typeName]); } + } + + 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 = -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 = false; + + for (let 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; +} diff --git a/lib/serpentity/serpentity.js b/lib/serpentity/serpentity.js deleted file mode 100644 index ed1a9df..0000000 --- a/lib/serpentity/serpentity.js +++ /dev/null @@ -1,261 +0,0 @@ -if (typeof require !== "undefined") { - require("neon"); -} - -/* -Serpentity is a simple entity framework inspired by Ash. - -Usage: - - require('serpentity'); - -## Instantiating an engine - - var engine = 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. - - var 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" - - Class("PositionComponent").inherits(Serpentity.Component)({ - prototype : { - x : 0, - y : 0 - } - }); - -You can add components to entities by using the add method: - - entity.addComponent(new PositionComponent()); - - -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. - - Class("MovementNode").inherits(Serpentity.Node)({ - types : { - position : PositionComponent, - 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. - - 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); - }); - } - } - }); - -## 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); - }); - } - } -}); - -if (typeof require !== "undefined") { - require("./component.js"); - require("./entity.js"); - require("./node.js"); - require("./node_collection.js"); - require("./system.js"); -} diff --git a/lib/serpentity/system.js b/lib/serpentity/system.js index c817be1..339f6e7 100644 --- a/lib/serpentity/system.js +++ b/lib/serpentity/system.js @@ -1,32 +1,44 @@ +'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 - }, +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 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 () { + // Override with update(dt) + // Receives a delta of the time + } +}; - /* - * This will run every time the engine's update method is called - */ - update : function update(dt) { - // Override - } - } -}); +if (typeof module !== 'undefined' && this.module !== module) { + module.exports = System; +} else { + Serpentity.System = System; +} diff --git a/package.json b/package.json index 7862cb9..4346199 100644 --- a/package.json +++ b/package.json @@ -1,10 +1,10 @@ { "name": "serpentity", "description": "A simple entity framework inspired by ash", - "version": "0.1.7", + "version": "1.0.0", "contributors": [ { - "name": "Ben Beltran", + "name": "Rubén Beltrán del Río", "email": "ben@nsovocal.com", "url": "http://nsovocal.com" } @@ -14,17 +14,17 @@ "url": "https://github.com/rbdr/serpentity.git" }, "dependencies": { - "neon": "2.0.x" }, "devDependencies": { - "colors": "0.6.2", - "tellurium": "2.0.x", - "gulp-uglify": "~0.3.1", - "gulp": "~3.8.7", - "gulp-concat": "~2.3.4" + "babel-preset-es2015": "6.6.x", + "gulp": "3.9.x", + "gulp-babel": "6.1.x", + "gulp-concat": "2.6.x", + "gulp-rename": "1.2.x", + "gulp-uglify": "1.5.x" }, "engines": { - "node": ">= 0.10.0" + "node": ">= 4.0.0" }, - "main": "./lib/serpentity/serpentity.js" + "main": "./lib/serpentity.js" } diff --git a/test/browser.html b/test/browser.html new file mode 100644 index 0000000..7191160 --- /dev/null +++ b/test/browser.html @@ -0,0 +1,12 @@ + + + + Serpentity Browser Test + + + + +

404 Droids Not Found

+ Look in your console... + + diff --git a/test/integration.js b/test/integration.js new file mode 100644 index 0000000..7d88432 --- /dev/null +++ b/test/integration.js @@ -0,0 +1,162 @@ +'use strict'; + +let test = function test (Serpentity) { + + /* eslint no-console: 0 */ + + ///////////////// + // Load the stuff + ///////////////// + console.log('\n## Loading'); + console.log('Serpentity: ' + (typeof Serpentity !== 'undefined' ? 'LOAD OK' : 'FAIL')); + console.log('Serpentity.Entity: ' + (typeof Serpentity !== 'undefined' && Serpentity.Entity ? 'LOAD OK' : 'FAIL')); + console.log('Serpentity.Component: ' + (typeof Serpentity !== 'undefined' && Serpentity.Component ? 'LOAD OK' : 'FAIL')); + console.log('Serpentity.System: ' + (typeof Serpentity !== 'undefined' && Serpentity.System ? 'LOAD OK' : 'FAIL')); + console.log('Serpentity.Node: ' + (typeof Serpentity !== 'undefined' && Serpentity.Node ? 'LOAD OK' : 'FAIL')); + console.log('Serpentity.NodeCollection: ' + (typeof Serpentity !== 'undefined' && Serpentity.NodeCollection ? 'LOAD OK' : 'FAIL')); + + ////////////////////// + // Create test classes + ////////////////////// + console.log('\n## Creating Test Classes'); + let TestSystem = class TestSystem extends Serpentity.System { + added (engine) { + this.testNodes = engine.getNodes(TestNode); + console.log('Engine is serpentity: ' + (engine instanceof Serpentity ? 'OK' : 'FAIL')); + console.log('System added callback: EXEC OK'); + } + + removed (engine) { + this.testNodes = null; + console.log('Engine is serpentity: ' + (engine instanceof Serpentity ? 'OK' : 'FAIL')); + console.log('System removed callback: EXEC OK'); + } + + update (dt) { + this.testNodes.forEach(function (node) { + console.log('Running Node: ' + (node.test.testMessage === 'test' ? 'SYSTEM OK' : 'FAIL')); + }); + console.log('dt is number: ' + (typeof dt === 'number' ? 'OK' : 'FAIL')); + console.log('System update callback: EXEC OK'); + } + }; + let testSystem = new TestSystem(); + + let LowProTestSystem = class LowProTestSystem extends Serpentity.System { + added (engine) { + this.testNodes = engine.getNodes(TestNode); + console.log('Engine is serpentity: ' + (engine instanceof Serpentity ? 'OK' : 'FAIL')); + console.log('System added callback: EXEC OK'); + } + + removed (engine) { + this.testNodes = null; + console.log('Engine is serpentity: ' + (engine instanceof Serpentity ? 'OK' : 'FAIL')); + console.log('System removed callback: EXEC OK'); + } + + update (dt) { + this.testNodes.forEach(function (node) { + console.log('Running Low Priority Node: ' + (node.test.testMessage === 'test' ? 'SYSTEM OK' : 'FAIL')); + }); + console.log('dt is number: ' + (typeof dt === 'number' ? 'OK' : 'FAIL')); + console.log('System update callback: EXEC OK'); + } + }; + let lowProTestSystem = new LowProTestSystem(); + console.log('LowProTestSystem: CREATE OK'); + + let MidProTestSystem = class MidProTestSystem extends Serpentity.System { + added (engine) { + this.testNodes = engine.getNodes(TestNode); + console.log('Engine is serpentity: ' + (engine instanceof Serpentity ? 'OK' : 'FAIL')); + console.log('System added callback: EXEC OK'); + } + + removed (engine) { + this.testNodes = null; + console.log('Engine is serpentity: ' + (engine instanceof Serpentity ? 'OK' : 'FAIL')); + console.log('System removed callback: EXEC OK'); + } + + update (dt) { + this.testNodes.forEach(function (node) { + console.log('Running Mid Priority Node: ' + (node.test.testMessage === 'test' ? 'SYSTEM OK' : 'FAIL')); + }); + console.log('dt is number: ' + (typeof dt === 'number' ? 'OK' : 'FAIL')); + console.log('System update callback: EXEC OK'); + } + }; + var midProTestSystem = new MidProTestSystem(); + console.log('MidProTestSystem: CREATE OK'); + + + let TestComponent = class TestComponent extends Serpentity.Component { + constructor (config) { + super(config); + + this.testMessage = this.testMessage || 'test'; + } + }; + console.log('TestComponent: CREATE OK'); + + let TestNode = class TestNode extends Serpentity.Node {}; + TestNode.types = { + test : TestComponent + }; + console.log('TestNode: CREATE OK'); + + console.log('\n## Adding system to the engine'); + + let engine = new Serpentity(); + console.log('engine: CREATE OK'); + + engine.addSystem(testSystem, 0); + + console.log('\n## Running update without any entities'); + engine.update(10); + + console.log('\n## Adding system to the engine and updating'); + let entity = new Serpentity.Entity(); + entity.addComponent(new TestComponent()); + engine.addEntity(entity); + engine.update(10); + + console.log('\n## Adding Low Priority System'); + engine.addSystem(lowProTestSystem, 10); + engine.update(10); + + console.log('\n## Adding Mid Priority System'); + engine.addSystem(midProTestSystem, 5); + engine.update(10); + + console.log('\n## Removing the system and readding'); + engine.removeSystem(testSystem); + engine.update(10); + engine.addSystem(testSystem, 0); + engine.update(10); + + console.log('\n## Adding a second entity'); + entity = new Serpentity.Entity(); + entity.addComponent(new TestComponent()); + engine.addEntity(entity); + engine.update(10); + + console.log('\n## Removing entity'); + engine.removeEntity(entity); + engine.update(10); + + console.log('\n## Removing system'); + engine.removeSystem(testSystem); + engine.update(10); + +}; + +if (typeof require === 'function') { + let Serpentity = require('serpentity'); + test(Serpentity); +} else { + window.addEventListener('load', function () { + test(window.Serpentity); + }); +}