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@kylejlin/simple-ecs

v3.1.0

Published

A simple entity-component-system setup.

Downloads

8

Readme

simple-ecs

A simple entity-component-system setup.

Usage example

npm install --save @kylejlin/simple-ecs

components.js

class Hero {
  constructor() {
    this.health = 100;
    this.ammunition = 0;
  }
}

class Position {
  constructor(x, y, z) {
    this.x = x;
    this.y = y;
    this.z = z;
  }
}

class Velocity {
  constructor(x, y, z) {
    this.x = x;
    this.y = y;
    this.z = z;
  }
}

export {
  Hero,
  Position,
  Velocity,
};

index.js

import { World } from '@kylejlin/simple-ecs';
import * as components from './components';

const world = new World(components);
const { Entity, Components, System } = world;
const { Hero, Position, Velocity } = Components;

const bob = new Entity();
world.addEntity(bob);
bob.addComponent(new Hero());
bob.addComponent(new Position(0, 0, 0));
bob.addComponent(new Velocity(0, 0, 0));

const motion = new System((dt, forEach) => {
  forEach([Position, Velocity], (entity) => {
    const position = entity.getComponent(Position);
    const velocity = entity.getComponent(Velocity);

    position.x += velocity.x;
    position.y += velocity.y;
    position.z += velocity.z;
  });
});
world.addSystem(motion);

let then = Date.now();
const gameLoop = () => {
  requestAnimationFrame(render);

  const now = Date.now();
  const dt = now - then;
  then = now;

  world.update(dt);
};
gameLoop();

Note: this library is not transpiled. If you plan to support older browsers, you'll have to set up Babel (or whatever transpiler choose) yourself.

Docs

Since most of the methods are self-explanatory, I decided to provide my docs in the form of stubbed-out Javascript with occasional comments.

class World {
  constructor() {}

  update(data) {}

  addEntity(entity) {}

  addSystem(system) {}

  removeEntity(entity) {}

  removeSystem(system) {}

  forEach(componentConstructors, fn) {}
}
class Entity {
  addComponent(component) {}

  getComponent(componentConstructor) {}

  removeComponent(componentConstructor) {}

  // Removes self from world.
  removeSelf(world) {}

  // Returns true if and only if it has all the components specified.
  hasAll(componentConstructors) {}
}
class System {
  // updateFn is a callback that takes two arguments:
  //    0. data
  //    1. world
  constructor(updateFn) {}

  // You usually won't call this yourself.
  // It gets called internally by World.prototype.update().
  update(data, world) {}
}