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@rbxts/stitch

v1.0.5

Published

<h1 align="center">@rbxts/stitch</h1>

Downloads

18

Readme

import { World } from "World";
import { ComponentDefinition } from "World/ComponentDefinition";

interface FooComponent extends ComponentDefinition {
	defaults: { foo: string };
}

interface BarComponent extends ComponentDefinition {
	defaults: { bar: string };
}

interface BazComponent extends ComponentDefinition {
	defaults: { baz: string };
}

const world = new World("test");

const foo: FooComponent = { defaults: { foo: "a" } };
const bar: BarComponent = { defaults: { bar: "b" } };
const baz: BazComponent = { defaults: { baz: "c" } };

const first_instance = new Instance("Part");
world.addComponent("foo", first_instance, foo);
world.addComponent("bar", first_instance, bar);
world.addComponent("baz", first_instance, baz);

const second_instance = new Instance("Part");
world.addComponent("foo", second_instance, foo);
world.addComponent("baz", second_instance, baz);

world
	.createQuery()
	.all<[FooComponent, BarComponent, BazComponent]>("foo", "bar", "baz")
	.except<[BarComponent]>("bar")
	.forEach((entity, c1, c2) => {
		print(entity); // second_instance - first_instance has a filtered out component thus wont be included
		print(c1); // { foo: string }
		print(c2); // { baz: string } baz took bar's place because it was filtered out
	});

Installation

Via npm

npm install @rbxts/rbxts-pattern

Documentation

API Reference

world

The World class is a collection of entities, components, and systems. It is the central class that ties all other parts of an ECS together. A game could have many worlds, but normally there is only one world per game.

new

class World(namespace: string)

.addComponent

function addComponent<T extends ComponentDefinition>(
	componentResolvable: ComponentResolvable,
	entity: Instance | Entity<Array<unknown>>
	data?: Data<T>
): Data<T>

.createQuery

function createQuery(): EntityQuery<never>;

.destroy

function destroy(): void

.getComponent

function getComponent<T extends ComponentDefinition>(
	componentResolvable: ComponentResolvable,
	entity: Entity<[Data<T>]>,
): Data<T> | undefined;

.getEntitiesWith

function getEntitiesWith<T extends ComponentDefinition>(
	componentResolvable: ComponentResolvable,
): Array<Entity<[Data<T>]>>;

.registerComponent

function registerComponent(componentDefinition: ComponentDefinition): void

.removeComponent

function registerComponent(componentDefinition: ComponentDefinition): void;

.removeSystem

function removeSystem(systemResolvable: SystemResolvable): void;

.setComponent

function setComponent<T extends ComponentDefinition>(
	componentResolvable: ComponentResolvable,
	entity: Instance | Entity<[Data<T>]>,
	data: Data<T>,
): Data<T>;

.unregisterComponent

function unregisterComponent(componentResolvable: ComponentResolvable): void;

.updateComponent

function updateComponent<T extends ComponentDefinition>(
	componentResolvable: ComponentResolvable,
	entity: Instance | Entity<[Data<T>]>,
	data: Data<T>,
): Data<T>;

Open Sourced Example

I wrote an example game that uses Stitch in TS to show you how to use it!

https://github.com/Ukendio/fighting-game