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authorBen Beltran <ben@nsovocal.com>2016-01-28 21:51:13 -0600
committerBen Beltran <ben@nsovocal.com>2016-01-28 21:51:13 -0600
commit1bd778d281811ad568cf976330da1c550119d5ad (patch)
treeca0db05d95513671fa4d92a0ccbd9cebe56ea49a
parentbf8f1394a3b0fc0213ac069aa65b2407f1d0d090 (diff)
New compiled serpentity
-rw-r--r--dist/serpentity.js708
-rw-r--r--dist/serpentity.min.js6
2 files changed, 354 insertions, 360 deletions
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;
+let Serpentity = class Serpentity {
- config = config || {};
+ constructor (config) {
+ this.systems = [];
+ this.entities = [];
+ this._nodeCollections = [];
+ this._nodeCollectionKeys = [];
- this.systems = [];
- this.entities = [];
- this._nodeCollections = [];
- this._nodeCollectionKeys = [];
+ Object.assign(this, config || {});
+ }
- 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 (system, priority) {
+ let lastIndex, found;
- /*
- * 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;
+ }
- if (this.systems.indexOf(system) >= 0) {
- return false;
- }
+ system.priority = priority;
- system.priority = priority;
+ found = false;
+ lastIndex = 0;
- found = false;
- lastIndex = 0;
+ this.systems.some(function findPriority(existingSystem, i) {
+ lastIndex = i;
+ if (existingSystem.priority >= system.priority) {
+ found = true;
+ return true;
+ }
+ });
- this.systems.some(function findPriority(existingSystem, i) {
- lastIndex = i;
- if (existingSystem.priority >= system.priority) {
- found = true;
- return true;
- }
- });
+ if (!found) {
+ lastIndex += 1;
+ }
- if (!found) {
- lastIndex += 1
- }
+ this.systems.splice(lastIndex, 0, system);
+ system.added(this);
+ return true;
+ }
- 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;
- /*
- * 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;
+ }
- position = this.systems.indexOf(system);
- if (position >= 0) {
- this.systems[position].removed(this);
- this.systems.splice(position, 1);
- return true;
- }
+ return false;
+ }
- 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);
- /*
- * 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);
+ });
- this._nodeCollections.forEach(function (collection) {
- collection.add(entity);
- });
+ return true;
+ }
- return true;
- },
+ /*
+ * Removes entity from system, removing from all node collections
+ *
+ * returns true if removed, false if not present
+ */
+ removeEntity (entity) {
+ let position;
- /*
- * 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);
+ });
- position = this.entities.indexOf(entity);
- if (position >= 0) {
- this._nodeCollections.forEach(function (collection) {
- collection.remove(entity);
- });
+ this.entities.splice(position, 1);
+ return true;
+ }
- this.entities.splice(position, 1);
- return true;
- }
+ return false;
+ }
- return false;
- },
+ /*
+ * Given a Node Class, retrieves a list of all the nodes for each
+ * applicable entity.
+ */
+ getNodes (nodeType) {
+ let position, nodeCollection;
- /*
- * 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);
- position = this._nodeCollectionKeys.indexOf(nodeType);
+ if (position >= 0) {
+ return this._nodeCollections[position].nodes;
+ }
- if (position >= 0) {
- return this._nodeCollections[position].nodes;
- }
+ nodeCollection = new Serpentity.NodeCollection({
+ type : nodeType
+ });
- nodeCollection = new Serpentity.NodeCollection({
- type : nodeType,
- });
+ this._nodeCollectionKeys.push(nodeType);
+ this._nodeCollections.push(nodeCollection);
- this._nodeCollectionKeys.push(nodeType);
- this._nodeCollections.push(nodeCollection);
+ this.entities.forEach(function (entity) {
+ nodeCollection.add(entity);
+ });
- this.entities.forEach(function (entity) {
- nodeCollection.add(entity);
- });
+ return nodeCollection.nodes;
+ }
- return nodeCollection.nodes;
- },
+ /*
+ * Calls update for every loaded system.
+ */
+ update (dt) {
+ this.systems.forEach(function (system) {
+ system.update(dt);
+ });
+ }
+};
- /*
- * Calls update for every loaded system.
- */
- update : function 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');
-if (typeof require !== "undefined") {
- require("./component.js");
- require("./entity.js");
- require("./node.js");
- require("./node_collection.js");
- require("./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;
+let Entity = class Entity {
+ constructor (config) {
+ this._componentKeys = [];
+ this._components = [];
- this._componentKeys = [];
- this._components = [];
+ Object.assign(this, config || {});
+ }
- 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;
- },
+ /*
+ * 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 : function hasComponent(componentClass) {
- if (this._componentKeys.indexOf(componentClass) >= 0) {
- return true;
- }
- return false;
- },
+ /*
+ * 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 : function getComponent(componentClass) {
- var position;
- position = this._componentKeys.indexOf(componentClass);
- if (position >= 0) {
- return this._components[position];
- }
- }
+ /*
+ * 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")({
+let Node = class Node {
- /*
- * Returns true if the given entity matches the defined protocol,
- * false otherwise
- */
- matches : function matches(entity) {
- var property, matched, types;
+ /*
+ * Returns true if the given entity matches the defined protocol,
+ * false otherwise
+ */
+ static matches (entity) {
+ let property, types;
- types = this.types;
+ types = this.types;
- for (property in this.types) {
+ for (property in types) {
+ if (types.hasOwnProperty(property)) {
+ let matched, type;
- if (this.types.hasOwnProperty(property)) {
- matched = false;
-
- if (entity.hasComponent(types[property])) {
- matched = true;
- }
-
- 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;
+let NodeCollection = class NodeCollection {
- config = config || {};
+ constructor (config) {
+ this.nodes = [];
+ this.type = null;
- this.nodes = [];
+ Object.assign(this, config || {});
+ }
- 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 (entity) {
- /*
- * 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)) {
+ let node, types, property;
- if (this.type.matches(entity) && !this._entityExists(entity)) {
- node = new this.type({});
+ node = new this.type({});
+ node.entity = entity;
+ types = this.type.types;
- node.entity = entity;
-
- types = this.type.types;
+ for (property in types) {
+ if (types.hasOwnProperty(property)) {
+ node[property] = entity.getComponent(types[property]);
+ }
+ }
- for (property in types) {
- if (types.hasOwnProperty(property)) {
- node[property] = entity.getComponent(types[property]);
- }
- }
+ this.nodes.push(node);
- this.nodes.push(node);
+ return true;
+ }
- return true;
- }
+ return false;
+ }
- 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;
- /*
- * 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;
- }
- });
+ found = -1;
+ this.nodes.forEach(function (node, i) {
+ if (node.entity === entity) {
+ found = i;
+ }
+ });
- if (found >= 0) {
- this.nodes.splice(found, 1);
- return true;
- }
+ if (found >= 0) {
+ this.nodes.splice(found, 1);
+ return true;
+ }
- return false;
- },
+ 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;
- }
- });
+ /*
+ * Checks whether we already have nodes for this entity.
+ */
+ _entityExists (entity) {
+ let found, node;
- return found;
- }
+ 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 || {};
+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;
+}
+
+'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 removed from the engine
- */
- removed : function removed(engine) {
- // Override
- },
+ /*
+ * 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 run every time the engine's update method is called
- */
- update : function update(dt) {
- // Override
- }
- }
-});
+ /*
+ * 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