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authorBen Beltran <ben@nsovocal.com>2016-01-28 21:51:33 -0600
committerBen Beltran <ben@nsovocal.com>2016-01-28 21:51:33 -0600
commit167b4bbc35c38f76639d4e9e438b76e64fc5f457 (patch)
tree7dd0bdf37bbce805a2024c90b829c9914d632920
parent1bd778d281811ad568cf976330da1c550119d5ad (diff)
Uses ES6 version in README
-rw-r--r--README.md76
1 files changed, 35 insertions, 41 deletions
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:
+
+ <script src="/node_modules/serpentity/dist/serpentity.js"></script>
## 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/