npm package discovery and stats viewer.

Discover Tips

  • General search

    [free text search, go nuts!]

  • Package details

    pkg:[package-name]

  • User packages

    @[username]

Sponsor

Optimize Toolset

I’ve always been into building performant and accessible sites, but lately I’ve been taking it extremely seriously. So much so that I’ve been building a tool to help me optimize and monitor the sites that I build to make sure that I’m making an attempt to offer the best experience to those who visit them. If you’re into performant, accessible and SEO friendly sites, you might like it too! You can check it out at Optimize Toolset.

About

Hi, 👋, I’m Ryan Hefner  and I built this site for me, and you! The goal of this site was to provide an easy way for me to check the stats on my npm packages, both for prioritizing issues and updates, and to give me a little kick in the pants to keep up on stuff.

As I was building it, I realized that I was actually using the tool to build the tool, and figured I might as well put this out there and hopefully others will find it to be a fast and useful way to search and browse npm packages as I have.

If you’re interested in other things I’m working on, follow me on Twitter or check out the open source projects I’ve been publishing on GitHub.

I am also working on a Twitter bot for this site to tweet the most popular, newest, random packages from npm. Please follow that account now and it will start sending out packages soon–ish.

Open Software & Tools

This site wouldn’t be possible without the immense generosity and tireless efforts from the people who make contributions to the world and share their work via open source initiatives. Thank you 🙏

© 2024 – Pkg Stats / Ryan Hefner

fimbrethil

v1.1.2

Published

entity component system javascript and typescript

Downloads

38

Readme

fimbrethil

Node.js CI

fimbrethil is a ECS (Entity-Component-System) for javascript written in Typescript with no dependencies.

Components

Components are pure data containers and should not contain any logic. The logic should be put into systems. When adding a component to an entity, all properties can always be set with as an optional parameter which is Partial<Component>.

Behind the scenes Components are stored in groups called Archetypes. There is one archetype for every permutation of component groups. However, A,B,C and C,B,A are the same archetype.

class Transform extends Component {
  x: number = 0;
  y: number = 0;
}
registerComponent(Transform);

class Velocity extends Component {
  x: number = 0;
  y: number = 0;
}
registerComponent(Velocity);

System

Systems are highorder functions, returning the ticker method. There are two kinds of systems. Tickers and Renders.

Tickers

Tickers are designed to run at a fixed interval, such as 30 times per second.

function mover(world: IWorld) {
  const componentTypes = Archetype.create(Transform, Velocity);
  return (timestep: number) => {
    world.query((transform, velocity) => {
      transform.x += velocity.x * timestep;
      transform.y += velocity.y * timestep;
    }, componentTypes);
  };
}
world.add(mover);

Renders

Renders are designed to run freely at the refresh rate of the monitor, for instance, such as 60fps or 144fps. They can also accept a interpolation parameter. Which can be used to interpolate frames if needed. This is optional however.

interface IRenderOptions {
  renderer: Renderer;
};
function renderer(world: IWorld, options: IRenderOptions) {
  const componentTypes = Archetype.create(Transform, Sprite);
  return (deltatime: number, interpolation?: number) => {
    world.query((transform, sprite) => {
      renderer.render(sprite, transform);
    }, componentTypes);
  };
}

// pass an imaginary renderer to the system.
world.addRender(render, {renderer: new Renderer()});

Entities

Entities are just a single number identifyin the entity. They are nothing else. Entities are also used to refer to children or other similar entities which share a relation to an entity.

const id = world.createEntity()
  .with(Transform)
  .with(Velocity, {
    x: 100,
    y: 150
  })
  .build();

entities can also hold child entities child can for instance, inherit position and similar.

const id = world.createEntity()
  .with(Transform)
  .withChild(child => child
    .with(Transform)
    .with(Sound, {file: "boom.wav"})
    .build()
  ).build();

Examples

For further examples, see the example directory.

examples/simple.js - full example with minimum amount of logic.

examples/canvas.html - canvas renderer, spawner system and killer system. Also gravity and mover system that affects position.