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'use strict';
/*
Serpentity is a simple entity framework inspired by Ash.
Usage:
const Serpentity = require('serpentity');
## Instantiating an engine
const engine = new 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.
const 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"
const 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.
const 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.
const TestSystem = class TestSystem extends Serpentity.System {
added(engine){
this.nodeList = engine.getNodes(MovementNode);
}
removed(engine){
this.nodeList = undefined;
}
update(dt){
for (const 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
*/
const 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) {
if (this.systems.indexOf(system) >= 0) {
return false;
}
system.priority = priority;
let lastIndex = 0;
const found = this.systems.some((existingSystem, i) => {
lastIndex = i;
if (existingSystem.priority >= system.priority) {
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) {
const 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);
for (const collection of this._nodeCollections) {
collection.add(entity);
}
return true;
}
/*
* Removes entity from system, removing from all node collections
*
* returns true if removed, false if not present
*/
removeEntity(entity) {
const position = this.entities.indexOf(entity);
if (position >= 0) {
for (const collection of this._nodeCollections) {
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) {
const position = this._nodeCollectionKeys.indexOf(nodeType);
if (position >= 0) {
return this._nodeCollections[position].nodes;
}
const nodeCollection = new Serpentity.NodeCollection({
type : nodeType
});
this._nodeCollectionKeys.push(nodeType);
this._nodeCollections.push(nodeCollection);
for (const entity of this.entities) {
nodeCollection.add(entity);
}
return nodeCollection.nodes;
}
/*
* Calls update for every loaded system.
*/
update(dt) {
for (const system of this.systems) {
system.update(dt);
}
}
};
// Add namespaced objects.
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;
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