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authorRubén Beltrán del Río <ben@nsovocal.com>2017-04-12 00:18:35 -0500
committerGitHub <noreply@github.com>2017-04-12 00:18:35 -0500
commitb3b840f89948d96aa28760fc5cf41c384488f6a6 (patch)
treee6741096f29440a343323a5d7542f5caf1aceacb /lib/serpentity.js
parentd071276e2426c4180e44debe8b92ad16cbbc414f (diff)
Feature/code update (#1)
* Updates code for new eslint config * Remove gulp and babel files * Remove dist * Remove dist * Add contributing file * Fix references to collections / tests * Convert tests to lab * Add travis file * Add missing line * Test CI on node 6 * Removes browser test * Properly includes local serpentity in test * Rename to use orgs in npm * Add changelog * Add support files / removed dist to changelog * Add yarn.lock file * Iterate using object.keys instead of values * Correct typo in typeName matching * Add webpack to generate the dist files * Add webpack config * Add dist files * Bump version * Link to ash * Updates CHANGELOG * Add CI badge
Diffstat (limited to 'lib/serpentity.js')
-rw-r--r--lib/serpentity.js101
1 files changed, 51 insertions, 50 deletions
diff --git a/lib/serpentity.js b/lib/serpentity.js
index 1360f92..0d932ac 100644
--- a/lib/serpentity.js
+++ b/lib/serpentity.js
@@ -5,11 +5,11 @@ Serpentity is a simple entity framework inspired by Ash.
Usage:
- let Serpentity = require('serpentity');
+ const Serpentity = require('serpentity');
## Instantiating an engine
- let engine = Serpentity();
+ const engine = new Serpentity();
Add entities or systems, systems are added with a priority (the smaller
the number, the earlier it will be called):
@@ -30,7 +30,7 @@ Remove entities or systems:
Entities are the basic object of Serpentity, and they do nothing.
- let entity = new Serpentity.Entity();
+ const entity = new Serpentity.Entity();
All the behavior is added through components
@@ -39,8 +39,9 @@ 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"
- let PositionComponent = class PositionComponent extends Serpentity.Component {
- constructor (config) {
+ const PositionComponent = class PositionComponent extends Serpentity.Component {
+ constructor(config) {
+
this.x = 0;
this.y = 0;
@@ -60,7 +61,7 @@ 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.
- let MovementNode = class MovementNode extends Serpentity.Node;
+ const MovementNode = class MovementNode extends Serpentity.Node;
MovementNode.position = PositionComponent;
MovementNode.motion = MotionComponent;
@@ -73,16 +74,20 @@ that comply with that API
Systems are called on every update, and they use components through nodes.
- let TestSystem = class TestSystem extends Serpentity.System {
- added (engine){
+ const TestSystem = class TestSystem extends Serpentity.System {
+ added(engine){
+
this.nodeList = engine.getNodes(MovementNode);
- },
- removed (engine){
+ }
+
+ removed(engine){
+
this.nodeList = undefined;
}
- update (dt){
- let node;
- for (node of this.nodeList) {
+
+ update(dt){
+
+ for (const node of this.nodeList) {
console.log(`Current position is: ${node.position.x},${node.position.y}`);
}
}
@@ -93,15 +98,16 @@ Systems are called on every update, and they use components through nodes.
Just run `engine.update(dt)` in your game loop :D
*/
-let Serpentity = class Serpentity {
+const Serpentity = class Serpentity {
+
+ constructor(config) {
- constructor (config) {
this.systems = [];
this.entities = [];
this._nodeCollections = [];
this._nodeCollectionKeys = [];
- Object.assign(this, config || {});
+ Object.assign(this, config);
}
/*
@@ -110,8 +116,7 @@ let Serpentity = class Serpentity {
*
* returns true if added succesfully, false if already added
*/
- addSystem (system, priority) {
- let lastIndex, found;
+ addSystem(system, priority) {
if (this.systems.indexOf(system) >= 0) {
return false;
@@ -119,13 +124,12 @@ let Serpentity = class Serpentity {
system.priority = priority;
- found = false;
- lastIndex = 0;
+ let lastIndex = 0;
+
+ const found = this.systems.some((existingSystem, i) => {
- this.systems.some(function findPriority(existingSystem, i) {
lastIndex = i;
if (existingSystem.priority >= system.priority) {
- found = true;
return true;
}
});
@@ -145,10 +149,9 @@ let Serpentity = class Serpentity {
*
* returns true if removed succesfully, false if already added
*/
- removeSystem (system) {
- let position;
+ removeSystem(system) {
- position = this.systems.indexOf(system);
+ const position = this.systems.indexOf(system);
if (position >= 0) {
this.systems[position].removed(this);
this.systems.splice(position, 1);
@@ -163,15 +166,16 @@ let Serpentity = class Serpentity {
*
* returns true if added, false if already there
*/
- addEntity (entity) {
+ addEntity(entity) {
+
if (this.entities.indexOf(entity) >= 0) {
return false;
}
this.entities.push(entity);
- this._nodeCollections.forEach(function (collection) {
+ for (const collection of this._nodeCollections) {
collection.add(entity);
- });
+ }
return true;
}
@@ -181,14 +185,13 @@ let Serpentity = class Serpentity {
*
* returns true if removed, false if not present
*/
- removeEntity (entity) {
- let position;
+ removeEntity(entity) {
- position = this.entities.indexOf(entity);
+ const position = this.entities.indexOf(entity);
if (position >= 0) {
- this._nodeCollections.forEach(function (collection) {
+ for (const collection of this._nodeCollections) {
collection.remove(entity);
- });
+ }
this.entities.splice(position, 1);
return true;
@@ -201,25 +204,24 @@ let Serpentity = class Serpentity {
* Given a Node Class, retrieves a list of all the nodes for each
* applicable entity.
*/
- getNodes (nodeType) {
- let position, nodeCollection;
+ getNodes(nodeType) {
- position = this._nodeCollectionKeys.indexOf(nodeType);
+ const position = this._nodeCollectionKeys.indexOf(nodeType);
if (position >= 0) {
return this._nodeCollections[position].nodes;
}
- nodeCollection = new Serpentity.NodeCollection({
+ const nodeCollection = new Serpentity.NodeCollection({
type : nodeType
});
this._nodeCollectionKeys.push(nodeType);
this._nodeCollections.push(nodeCollection);
- this.entities.forEach(function (entity) {
+ for (const entity of this.entities) {
nodeCollection.add(entity);
- });
+ }
return nodeCollection.nodes;
}
@@ -227,20 +229,19 @@ let Serpentity = class Serpentity {
/*
* Calls update for every loaded system.
*/
- update (dt) {
- this.systems.forEach(function (system) {
+ update(dt) {
+
+ for (const system of this.systems) {
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');
+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;
-}
+module.exports = Serpentity;