From 1f8287a4cae3b53faff333ee49a32002fccb6824 Mon Sep 17 00:00:00 2001 From: Ben Beltran Date: Thu, 28 Jan 2016 19:57:50 -0600 Subject: Removes bower.json --- bower.json | 35 ----------------------------------- 1 file changed, 35 deletions(-) delete mode 100644 bower.json 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": "*" - } -} -- cgit From 990e42e786c23c83960a15b9ea6cafc914a7c472 Mon Sep 17 00:00:00 2001 From: Ben Beltran Date: Thu, 28 Jan 2016 21:49:33 -0600 Subject: Removes old test exec --- bin/test | 147 --------------------------------------------------------------- 1 file changed, 147 deletions(-) delete mode 100755 bin/test 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); -- cgit From d0eb71f3e1f7a8fb227f9fd9286c9d9f041fcce0 Mon Sep 17 00:00:00 2001 From: Ben Beltran Date: Thu, 28 Jan 2016 21:49:48 -0600 Subject: ES6ifies serpentity --- lib/serpentity.js | 248 ++++++++++++++++++++++++++++++++++++ lib/serpentity/component.js | 27 ++-- lib/serpentity/entity.js | 106 ++++++++-------- lib/serpentity/node.js | 75 ++++++----- lib/serpentity/node_collection.js | 171 ++++++++++++------------- lib/serpentity/serpentity.js | 261 -------------------------------------- lib/serpentity/system.js | 58 +++++---- 7 files changed, 473 insertions(+), 473 deletions(-) create mode 100644 lib/serpentity.js delete mode 100644 lib/serpentity/serpentity.js diff --git a/lib/serpentity.js b/lib/serpentity.js new file mode 100644 index 0000000..c5ccc97 --- /dev/null +++ b/lib/serpentity.js @@ -0,0 +1,248 @@ +'use strict'; + +/* +Serpentity is a simple entity framework inspired by Ash. + +Usage: + + let Serpentity = require('serpentity'); + +## Instantiating an engine + + let 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. + + let 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" + + 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: + + 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. + + 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 + + engine.getNodes(MovementNode); + +## Creating Systems + +Systems are called on every update, and they use components through nodes. + + 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 + +*/ +let Serpentity = class Serpentity { + + constructor (config) { + 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 + */ + addSystem (system, priority) { + let 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 (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; +} else { + window.Serpentity = 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..2895158 100644 --- a/lib/serpentity/entity.js +++ b/lib/serpentity/entity.js @@ -1,58 +1,58 @@ +'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; + 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..db33f17 100644 --- a/lib/serpentity/node.js +++ b/lib/serpentity/node.js @@ -1,50 +1,49 @@ +'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) { - - if (this.types.hasOwnProperty(property)) { - matched = false; +let Node = class Node { - if (entity.hasComponent(types[property])) { - matched = true; - } + /* + * Returns true if the given entity matches the defined protocol, + * false otherwise + */ + static matches (entity) { + let property, types; - if (!matched) { - return false; - } - } - } + types = this.types; - return true; - }, + for (property in types) { + if (types.hasOwnProperty(property)) { + let matched, type; - prototype : { + matched = false; + type = types[property]; + if (entity.hasComponent(type)) { + matched = true; + } + 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..f5b1794 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 +9,87 @@ * 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, types, property; + + 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 (entity) { + let 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 (entity) { + let found, node; + + 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; +} 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; +} -- cgit From 3db7d19815d24241bbe60c9afbb8b3f60d000550 Mon Sep 17 00:00:00 2001 From: Ben Beltran Date: Thu, 28 Jan 2016 21:50:30 -0600 Subject: Moves tests, recycles integration --- browser_test/index.html | 156 --------------------------------------------- test/browser.html | 12 ++++ test/integration.js | 163 ++++++++++++++++++++++++++++++++++++++++++++++++ 3 files changed, 175 insertions(+), 156 deletions(-) delete mode 100644 browser_test/index.html create mode 100644 test/browser.html create mode 100644 test/integration.js 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/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..0ca7e26 --- /dev/null +++ b/test/integration.js @@ -0,0 +1,163 @@ +'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); + }); +} + -- cgit From bf8f1394a3b0fc0213ac069aa65b2407f1d0d090 Mon Sep 17 00:00:00 2001 From: Ben Beltran Date: Thu, 28 Jan 2016 21:50:42 -0600 Subject: Removes uglify step --- gulpfile.js | 35 ++++++++++++----------------------- 1 file changed, 12 insertions(+), 23 deletions(-) diff --git a/gulpfile.js b/gulpfile.js index dcbfdc7..3c43529 100644 --- a/gulpfile.js +++ b/gulpfile.js @@ -1,28 +1,17 @@ -var gulp = require('gulp'); -var uglify = require('gulp-uglify'); -var concat = require('gulp-concat'); +'use strict'; + +let gulp = require('gulp'); +let concat = require('gulp-concat'); gulp.task('build', function() { gulp.src([ - 'lib/serpentity/serpentity.js', - 'lib/serpentity/entity.js', - 'lib/serpentity/node.js', - 'lib/serpentity/node_collection.js', - 'lib/serpentity/component.js', - 'lib/serpentity/system.js', - ]) - .pipe(uglify()) - .pipe(concat('serpentity.min.js')) - .pipe(gulp.dest('dist')) - - gulp.src([ - 'lib/serpentity/serpentity.js', - 'lib/serpentity/entity.js', - 'lib/serpentity/node.js', - 'lib/serpentity/node_collection.js', - 'lib/serpentity/component.js', - 'lib/serpentity/system.js', - ]) + 'lib/serpentity.js', + 'lib/serpentity/entity.js', + 'lib/serpentity/node.js', + 'lib/serpentity/node_collection.js', + 'lib/serpentity/component.js', + 'lib/serpentity/system.js' + ]) .pipe(concat('serpentity.js')) - .pipe(gulp.dest('dist')) + .pipe(gulp.dest('dist')); }); -- cgit From 1bd778d281811ad568cf976330da1c550119d5ad Mon Sep 17 00:00:00 2001 From: Ben Beltran Date: Thu, 28 Jan 2016 21:51:13 -0600 Subject: New compiled serpentity --- dist/serpentity.js | 814 ++++++++++++++++++++++++------------------------- dist/serpentity.min.js | 6 - 2 files changed, 407 insertions(+), 413 deletions(-) delete mode 100644 dist/serpentity.min.js 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; - - 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); - }); - } +let Serpentity = class Serpentity { + + constructor (config) { + 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 + */ + addSystem (system, priority) { + let 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 (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; } -}); - -if (typeof require !== "undefined") { - require("./component.js"); - require("./entity.js"); - require("./node.js"); - require("./node_collection.js"); - require("./system.js"); + + 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; +} 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; - - 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; + 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")({ - - /* - * Returns true if the given entity matches the defined protocol, - * false otherwise - */ - matches : function matches(entity) { - var property, matched, types; - - types = this.types; +let Node = class Node { - for (property in this.types) { + /* + * Returns true if the given entity matches the defined protocol, + * false otherwise + */ + static matches (entity) { + let property, types; - if (this.types.hasOwnProperty(property)) { - matched = false; + types = this.types; - if (entity.hasComponent(types[property])) { - matched = true; - } + for (property in types) { + if (types.hasOwnProperty(property)) { + let matched, type; - 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; - - 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, types, property; + + 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 (entity) { + let 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 (entity) { + let found, node; + + 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 || {}; - - for (property in config) { - if (config.hasOwnProperty(property)) { - this[property] = config[property]; - } - } - } - } -}); + +let Component = class Component { + constructor (config) { + Object.assign(this, config || {}); + } +}; + +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 - }, - - /* - * 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 - } - } -}); + +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 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 -- cgit From 167b4bbc35c38f76639d4e9e438b76e64fc5f457 Mon Sep 17 00:00:00 2001 From: Ben Beltran Date: Thu, 28 Jan 2016 21:51:33 -0600 Subject: Uses ES6 version in README --- README.md | 76 +++++++++++++++++++++++++++++---------------------------------- 1 file 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: + + ## 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/ -- cgit From 8b2459296655a410370a281143ceca8ccd945df6 Mon Sep 17 00:00:00 2001 From: Ben Beltran Date: Thu, 28 Jan 2016 21:51:42 -0600 Subject: Updates README with revised deps and version --- package.json | 14 +++++--------- 1 file changed, 5 insertions(+), 9 deletions(-) diff --git a/package.json b/package.json index 7862cb9..2841e85 100644 --- a/package.json +++ b/package.json @@ -1,7 +1,7 @@ { "name": "serpentity", "description": "A simple entity framework inspired by ash", - "version": "0.1.7", + "version": "1.0.0-alpha1", "contributors": [ { "name": "Ben Beltran", @@ -14,17 +14,13 @@ "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" + "gulp": "3.9.x", + "gulp-concat": "2.6.x" }, "engines": { - "node": ">= 0.10.0" + "node": ">= 4.0.0" }, - "main": "./lib/serpentity/serpentity.js" + "main": "./lib/serpentity.js" } -- cgit From e1d0944b599a85a46767fdf1f12e31e8fca98956 Mon Sep 17 00:00:00 2001 From: Ben Beltran Date: Sun, 27 Mar 2016 23:24:25 -0600 Subject: Adds babel to devDependencies --- package.json | 2 ++ 1 file changed, 2 insertions(+) diff --git a/package.json b/package.json index 2841e85..1e37373 100644 --- a/package.json +++ b/package.json @@ -16,7 +16,9 @@ "dependencies": { }, "devDependencies": { + "babel-preset-es2015": "6.6.x", "gulp": "3.9.x", + "gulp-babel": "6.1.x", "gulp-concat": "2.6.x" }, "engines": { -- cgit From f77c12fd8d3f6c35ea61413d0544a0cd7030c849 Mon Sep 17 00:00:00 2001 From: Ben Beltran Date: Sun, 27 Mar 2016 23:24:47 -0600 Subject: Uses babel on build --- gulpfile.js | 16 ++++++++++------ 1 file changed, 10 insertions(+), 6 deletions(-) diff --git a/gulpfile.js b/gulpfile.js index 3c43529..edd97d0 100644 --- a/gulpfile.js +++ b/gulpfile.js @@ -1,10 +1,11 @@ 'use strict'; -let gulp = require('gulp'); -let concat = require('gulp-concat'); +const Gulp = require('gulp'); +const Babel = require('gulp-babel'); +const Concat = require('gulp-concat'); -gulp.task('build', function() { - gulp.src([ +Gulp.task('build', function() { + Gulp.src([ 'lib/serpentity.js', 'lib/serpentity/entity.js', 'lib/serpentity/node.js', @@ -12,6 +13,9 @@ gulp.task('build', function() { 'lib/serpentity/component.js', 'lib/serpentity/system.js' ]) - .pipe(concat('serpentity.js')) - .pipe(gulp.dest('dist')); + .pipe(Babel({ + presets: ['es2015'] + })) + .pipe(Concat('serpentity.js')) + .pipe(Gulp.dest('dist')); }); -- cgit From 6e4e4188e5e067aad7d228443d5bb512527c99b0 Mon Sep 17 00:00:00 2001 From: Ben Beltran Date: Sun, 27 Mar 2016 23:25:01 -0600 Subject: Adapts libraries to style guide --- lib/serpentity.js | 2 -- lib/serpentity/entity.js | 3 +-- lib/serpentity/node.js | 13 ++++++------- lib/serpentity/node_collection.js | 20 +++++++++----------- 4 files changed, 16 insertions(+), 22 deletions(-) diff --git a/lib/serpentity.js b/lib/serpentity.js index c5ccc97..1360f92 100644 --- a/lib/serpentity.js +++ b/lib/serpentity.js @@ -243,6 +243,4 @@ if (typeof module !== 'undefined' && this.module !== module) { Serpentity.System = require('./serpentity/system.js'); module.exports = Serpentity; -} else { - window.Serpentity = Serpentity; } diff --git a/lib/serpentity/entity.js b/lib/serpentity/entity.js index 2895158..add823e 100644 --- a/lib/serpentity/entity.js +++ b/lib/serpentity/entity.js @@ -43,8 +43,7 @@ let Entity = class Entity { * returns the component associated with that key */ getComponent (componentClass) { - let position; - position = this._componentKeys.indexOf(componentClass); + let position = this._componentKeys.indexOf(componentClass); if (position >= 0) { return this._components[position]; } diff --git a/lib/serpentity/node.js b/lib/serpentity/node.js index db33f17..fa0af75 100644 --- a/lib/serpentity/node.js +++ b/lib/serpentity/node.js @@ -13,19 +13,18 @@ let Node = class Node { * false otherwise */ static matches (entity) { - let property, types; + let types = this.types; - types = this.types; + for (let typeName in types) { + if (types.hasOwnProperty(typeName)) { - for (property in types) { - if (types.hasOwnProperty(property)) { - let matched, type; + let matched = false; + let type = types[typeName]; - matched = false; - type = types[property]; if (entity.hasComponent(type)) { matched = true; } + if (!matched) { return false; } diff --git a/lib/serpentity/node_collection.js b/lib/serpentity/node_collection.js index f5b1794..7c51991 100644 --- a/lib/serpentity/node_collection.js +++ b/lib/serpentity/node_collection.js @@ -28,15 +28,15 @@ let NodeCollection = class NodeCollection { add (entity) { if (this.type.matches(entity) && !this._entityExists(entity)) { - let node, types, property; - node = new this.type({}); + let node = new this.type({}); + let 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 (let typeName in types) { + if (types.hasOwnProperty(typeName)) { + node[typeName] = entity.getComponent(types[typeName]); } } @@ -54,9 +54,8 @@ let NodeCollection = class NodeCollection { * returns true if it was removed, false otherwise. */ remove (entity) { - let found; + let found = -1; - found = -1; this.nodes.forEach(function (node, i) { if (node.entity === entity) { found = i; @@ -75,10 +74,9 @@ let NodeCollection = class NodeCollection { * Checks whether we already have nodes for this entity. */ _entityExists (entity) { - let found, node; + let found = false; - found = false; - for (node of this.nodes) { + for (let node of this.nodes) { if (node.entity === entity) { found = true; } -- cgit From e936d6df77f8fe351fdde3fd9be829f9bc3aae97 Mon Sep 17 00:00:00 2001 From: Ben Beltran Date: Sun, 27 Mar 2016 23:25:14 -0600 Subject: Removes additional line-end --- test/integration.js | 1 - 1 file changed, 1 deletion(-) diff --git a/test/integration.js b/test/integration.js index 0ca7e26..7d88432 100644 --- a/test/integration.js +++ b/test/integration.js @@ -160,4 +160,3 @@ if (typeof require === 'function') { test(window.Serpentity); }); } - -- cgit From 4c329508c3a6c56076c110cd4397fef0a219f7ce Mon Sep 17 00:00:00 2001 From: Ben Beltran Date: Sun, 27 Mar 2016 23:33:46 -0600 Subject: Adds the minifying process back --- gulpfile.js | 7 +++++++ package.json | 4 +++- 2 files changed, 10 insertions(+), 1 deletion(-) diff --git a/gulpfile.js b/gulpfile.js index edd97d0..dcb689b 100644 --- a/gulpfile.js +++ b/gulpfile.js @@ -3,6 +3,8 @@ const Gulp = require('gulp'); const Babel = require('gulp-babel'); const Concat = require('gulp-concat'); +const Rename = require('gulp-rename'); +const Uglify = require('gulp-uglify'); Gulp.task('build', function() { Gulp.src([ @@ -17,5 +19,10 @@ Gulp.task('build', function() { presets: ['es2015'] })) .pipe(Concat('serpentity.js')) + .pipe(Gulp.dest('dist')) + .pipe(Uglify()) + .pipe(Rename({ + suffix: '.min' + })) .pipe(Gulp.dest('dist')); }); diff --git a/package.json b/package.json index 1e37373..0b50871 100644 --- a/package.json +++ b/package.json @@ -19,7 +19,9 @@ "babel-preset-es2015": "6.6.x", "gulp": "3.9.x", "gulp-babel": "6.1.x", - "gulp-concat": "2.6.x" + "gulp-concat": "2.6.x", + "gulp-rename": "1.2.x", + "gulp-uglify": "1.5.x" }, "engines": { "node": ">= 4.0.0" -- cgit From 8af8134e5727b9943ff6261175cf35c311f1ad23 Mon Sep 17 00:00:00 2001 From: Ben Beltran Date: Sun, 27 Mar 2016 23:34:33 -0600 Subject: Adds new dist files --- dist/serpentity.js | 562 +++++++++++++++++++++++++++++-------------------- dist/serpentity.min.js | 1 + 2 files changed, 338 insertions(+), 225 deletions(-) create mode 100644 dist/serpentity.min.js diff --git a/dist/serpentity.js b/dist/serpentity.js index 8871985..8257ad2 100644 --- a/dist/serpentity.js +++ b/dist/serpentity.js @@ -93,9 +93,15 @@ 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 { - constructor (config) { +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 Serpentity = function () { + function Serpentity(config) { + _classCallCheck(this, Serpentity); + this.systems = []; this.entities = []; this._nodeCollections = []; @@ -110,132 +116,156 @@ let Serpentity = class Serpentity { * * returns true if added succesfully, false if already added */ - addSystem (system, priority) { - let lastIndex, found; - - if (this.systems.indexOf(system) >= 0) { - return false; - } - system.priority = priority; - found = false; - lastIndex = 0; + _createClass(Serpentity, [{ + key: 'addSystem', + value: function addSystem(system, priority) { + var lastIndex = void 0, + found = void 0; - this.systems.some(function findPriority(existingSystem, i) { - lastIndex = i; - if (existingSystem.priority >= system.priority) { - found = true; - return true; + if (this.systems.indexOf(system) >= 0) { + return false; } - }); - if (!found) { - lastIndex += 1; - } + system.priority = priority; - this.systems.splice(lastIndex, 0, system); - system.added(this); - return true; - } + found = false; + lastIndex = 0; - /* - * 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; + this.systems.some(function findPriority(existingSystem, i) { + lastIndex = i; + if (existingSystem.priority >= system.priority) { + found = true; + return true; + } + }); + + if (!found) { + lastIndex += 1; + } - position = this.systems.indexOf(system); - if (position >= 0) { - this.systems[position].removed(this); - this.systems.splice(position, 1); + this.systems.splice(lastIndex, 0, system); + system.added(this); return true; } - return false; - } + /* + * 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; + } - /* - * 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; + /* + * 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); - position = this.entities.indexOf(entity); - if (position >= 0) { this._nodeCollections.forEach(function (collection) { - collection.remove(entity); + collection.add(entity); }); - this.entities.splice(position, 1); return true; } - return false; - } + /* + * Removes entity from system, removing from all node collections + * + * returns true if removed, false if not present + */ - /* - * Given a Node Class, retrieves a list of all the nodes for each - * applicable entity. - */ - getNodes (nodeType) { - let position, nodeCollection; + }, { + 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); + }); - position = this._nodeCollectionKeys.indexOf(nodeType); + this.entities.splice(position, 1); + return true; + } - if (position >= 0) { - return this._nodeCollections[position].nodes; + return false; } - nodeCollection = new Serpentity.NodeCollection({ - type : nodeType - }); + /* + * Given a Node Class, retrieves a list of all the nodes for each + * applicable entity. + */ - this._nodeCollectionKeys.push(nodeType); - this._nodeCollections.push(nodeCollection); + }, { + key: 'getNodes', + value: function getNodes(nodeType) { + var position = void 0, + nodeCollection = void 0; - this.entities.forEach(function (entity) { - nodeCollection.add(entity); - }); + position = this._nodeCollectionKeys.indexOf(nodeType); - return nodeCollection.nodes; - } + if (position >= 0) { + return this._nodeCollections[position].nodes; + } - /* - * Calls update for every loaded system. - */ - update (dt) { - this.systems.forEach(function (system) { - system.update(dt); - }); - } -}; + 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); + }); + } + }]); + + return Serpentity; +}(); // Add namespaced objects. -if (typeof module !== 'undefined' && this.module !== module) { +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'); @@ -243,10 +273,7 @@ if (typeof module !== 'undefined' && this.module !== module) { Serpentity.System = require('./serpentity/system.js'); module.exports = Serpentity; -} else { - window.Serpentity = Serpentity; } - 'use strict'; /* global Serpentity */ @@ -256,8 +283,14 @@ if (typeof module !== 'undefined' && this.module !== module) { * to hold components. */ -let Entity = class Entity { - constructor (config) { +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 = []; @@ -269,43 +302,54 @@ let Entity = class 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) { + + _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; } - return false; - } - /* - * returns the component associated with that key - */ - getComponent (componentClass) { - let position; - position = this._componentKeys.indexOf(componentClass); - if (position >= 0) { - return this._components[position]; + /* + * returns true if component is included, false otherwise + */ + + }, { + key: 'hasComponent', + value: function hasComponent(componentClass) { + if (this._componentKeys.indexOf(componentClass) >= 0) { + return true; + } + return false; } - } -}; -if (typeof module !== 'undefined' && this.module !== module) { + /* + * 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 */ @@ -314,48 +358,59 @@ if (typeof module !== 'undefined' && this.module !== module) { * A node describes a set of components in order to describe entities * that include them. */ -let Node = class Node { - /* - * Returns true if the given entity matches the defined protocol, - * false otherwise - */ - static matches (entity) { - let property, types; +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; }; }(); - types = this.types; +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } - for (property in types) { - if (types.hasOwnProperty(property)) { - let matched, type; +var Node = function () { + _createClass(Node, null, [{ + key: 'matches', - matched = false; - type = types[property]; - if (entity.hasComponent(type)) { - matched = true; - } - if (!matched) { - return false; + + /* + * Returns true if the given entity matches the defined protocol, + * false otherwise + */ + value: function matches(entity) { + var types = this.types; + + for (var typeName in types) { + if (types.hasOwnProperty(typeName)) { + + var matched = false; + var type = types[typeName]; + + if (entity.hasComponent(type)) { + matched = true; + } + + if (!matched) { + return false; + } } } + + return true; } + }]); - return true; - } + function Node(config) { + _classCallCheck(this, Node); - constructor (config) { this.types = {}; Object.assign(this, config || {}); } -}; -if (typeof module !== 'undefined' && this.module !== module) { + return Node; +}(); + +if (typeof module !== 'undefined' && undefined.module !== module) { module.exports = Node; } else { Serpentity.Node = Node; } - 'use strict'; /* global Serpentity */ @@ -368,9 +423,14 @@ if (typeof module !== 'undefined' && this.module !== module) { * instances of that class. */ -let NodeCollection = class NodeCollection { +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 NodeCollection = function () { + function NodeCollection(config) { + _classCallCheck(this, NodeCollection); - constructor (config) { this.nodes = []; this.type = null; @@ -383,75 +443,106 @@ let NodeCollection = class NodeCollection { * * Returns true if added, false otherwise. */ - add (entity) { - if (this.type.matches(entity) && !this._entityExists(entity)) { - let node, types, property; - node = new this.type({}); - 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)) { + + var node = new this.type({}); + var types = this.type.types; + + node.entity = entity; + + for (var typeName in types) { + if (types.hasOwnProperty(typeName)) { + node[typeName] = entity.getComponent(types[typeName]); + } } - } - 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. + */ - /* - * 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; + }, { + key: 'remove', + value: function remove(entity) { + var found = -1; - found = -1; - this.nodes.forEach(function (node, i) { - if (node.entity === entity) { - found = i; + 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. + */ - /* - * Checks whether we already have nodes for this entity. - */ - _entityExists (entity) { - let found, node; + }, { + 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; - found = false; - for (node of this.nodes) { - if (node.entity === entity) { - found = true; + 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 found; - } -}; + return NodeCollection; +}(); -if (typeof module !== 'undefined' && this.module !== module) { +if (typeof module !== 'undefined' && undefined.module !== module) { module.exports = NodeCollection; } else { Serpentity.NodeCollection = NodeCollection; } - 'use strict'; /* global Serpentity */ @@ -463,18 +554,19 @@ if (typeof module !== 'undefined' && this.module !== module) { * components can be any class whatsoever. */ -let Component = class Component { - constructor (config) { - Object.assign(this, config || {}); - } +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' && this.module !== module) { +if (typeof module !== 'undefined' && undefined.module !== module) { module.exports = Component; } else { Serpentity.Component = Component; } - 'use strict'; /* global Serpentity */ @@ -487,35 +579,55 @@ if (typeof module !== 'undefined' && this.module !== module) { * three methods. They are shown here to document the interface. */ -let System = class System { +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; }; }(); - /* - * This will be run when the system is added to the engine - */ - added () { +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 - */ - removed () { + + /* + * 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 - */ - update () { - // Override with update(dt) - // Receives a delta of the time - } -}; -if (typeof module !== 'undefined' && this.module !== module) { + /* + * 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 new file mode 100644 index 0000000..abf6ba1 --- /dev/null +++ b/dist/serpentity.min.js @@ -0,0 +1 @@ +"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 Date: Mon, 28 Mar 2016 00:10:39 -0600 Subject: Upgrades version to 1.0.0 --- package.json | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/package.json b/package.json index 0b50871..4346199 100644 --- a/package.json +++ b/package.json @@ -1,10 +1,10 @@ { "name": "serpentity", "description": "A simple entity framework inspired by ash", - "version": "1.0.0-alpha1", + "version": "1.0.0", "contributors": [ { - "name": "Ben Beltran", + "name": "Rubén Beltrán del Río", "email": "ben@nsovocal.com", "url": "http://nsovocal.com" } -- cgit