decentraland-ecs-utils-test
v1.0.0
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This library includes a number of helpful pre-built tools that include components, methods, and systems. They offer simple solutions to common scenarios that you're likely to run into.
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decentraland-ecs-utils
This library includes a number of helpful pre-built tools that include components, methods, and systems. They offer simple solutions to common scenarios that you're likely to run into.
Move or rotate an entity gradually
Move an entity
To move an entity over a period of time, from one position to another, use the MoveTransformComponent
component.
MoveTransformComponent
has three required arguments:
start
:Vector3
for the start positionend
:Vector3
for the end positionduration
: duration (in seconds) of the translation
This example moves an entity from one position to another over 2 seconds:
// Create entity
const box = new Entity()
// Give entity a shape and transform
box.addComponent(new BoxShape())
box.addComponent(new Transform())
//Define start and end positions
let StartPos = new Vector3(1, 1, 1)
let EndPos = new Vector3(15, 1, 15)
// Move entity
box.addComponent(new MoveTransformComponent(StartPos, EndPos, 2))
// Add entity to engine
engine.addEntity(box)
Follow a path
To move an entity over several points of a path over a period of time, use the FollowPathComponent
component.
FollowPathComponent
has two required arguments:
points
: An array ofVector3
positions that form the path.duration
: The duration (in seconds) of each segment in the path. // TODO of the segments of the whole path?
This example moves an entity over through four points:
// Create entity
const box = new Entity()
// Give entity a shape and transform
box.addComponent(new BoxShape())
box.addComponent(new Transform())
//Define the positions of the path
let path = []
path[0] = new Vector3(1, 1, 1)
path[1] = new Vector3(1, 1, 15)
path[2] = new Vector3(15, 1, 15)
path[3] = new Vector3(15, 1, 1)
// Move entity
box.addComponent(new FollowPathComponent(path, 2))
// Add entity to engine
engine.addEntity(box)
Rotate an entity
To rotate an entity over a period of time, from one direction to another, use the rotateTransformComponent
component, which works very similarly to the MoveTransformComponent
component.
rotateTransformComponent
has three required arguments:
start
:Quaternion
for the start rotationend
:Quaternion
for the end rotationduration
: duration (in seconds) of the rotation
This example rotates an entity from one rotation to another over 2 seconds:
// Create entity
const box = new Entity()
// Give entity a shape and transform
box.addComponent(new BoxShape())
box.addComponent(new Transform())
//Define start and end directions
let StartRot = Quaternion.Euler(90, 0, 0)
let EndRot = Quaternion.Euler(270, 0, 0)
// Rotate entity
box.addComponent(new rotateTransformComponent(StartRos, EndRos, 2))
// Add entity to engine
engine.addEntity(box)
Change scale
To adjust the scale of an entity over a period of time, from one size to another, use the ScaleTransformComponent
component, which works very similarly to the MoveTransformComponent
component.
ScaleTransformComponent
has three required arguments:
start
:Vector3
for the start scaleend
:Vector3
for the end scaleduration
: duration (in seconds) of the scaling
This example scales an entity from one size to another over 2 seconds:
// Create entity
const box = new Entity()
// Give entity a shape and transform
box.addComponent(new BoxShape())
box.addComponent(new Transform())
//Define start and end positions
let StartSize = new Vector3(1, 1, 1)
let EndSize = new Vector3(0.75, 2, 0.75)
// Move entity
box.addComponent(new ScaleTransformComponent(StartSize, EndSize, 2))
// Add entity to engine
engine.addEntity(box)
Non-linear movement or rotation
All of the translation components, the MoveTransformComponent
, rotateTransformComponent
, ScaleTransformComponent
, and FollowPathComponent
have an optional argument to set the rate of change. By default, the movement, rotation, or scaling occurs at a linear rate, but this can be set to other options.
The following values are accepted:
Interpolation.LINEAR
Interpolation.EASEINQUAD
Interpolation.EASEOUTQUAD
Interpolation.EASEQUAD
The following example moves a box following an ease-in rate:
box.addComponent(new MoveTransformComponent(StartPos, EndPos, 2, , Interpolation.EASEINQUAD))
Callback on finish
All of the translation components, the MoveTransformComponent
, rotateTransformComponent
, ScaleTransformComponent
, and FollowPathComponent
have an optional argument that executes a function when the translation is complete.
onFinishCallback
: function to execute when movement is done.
The following example logs a message when the box finishes its movement. The example uses MoveTransformComponent
, but the same applies to rotateTransformComponent
and ScaleTransformComponent
.
box.addComponent(new MoveTransformComponent(StartPos, EndPos, 2, () => {
log("finished moving box")
}))
The FollowPathComponent
has a two optional arguments that execute functions when a section of the path is complete and when the whole path is complete.
onFinishCallback
: function to execute when movement is complete.onPointReachedCallback
: function to execute when each section of the path is done.
The following example logs a messages when the box finishes each segment of the path, and another when the entire path is done.
box.addComponent(new FollowPathComponent(path, 2,
() => {
log("finished moving box")
},
() => {
log("finished a segment of the path")
}
))
Toggle
Use the ToggleComponent
to switch an entity between two possible states, running a same function on every transition.
The ToggleComponent
has the following arguments:
startingState
: Starting state of the toggle (ON or OFF)onValueChangedCallback
: Function to call every time the toggle state changed.
It exposes three methods:
toggle()
: switches the state of the component between ON and OFFisOn()
: reads the current state of the component, without altering it. It returns a boolean, wheretrue
means ON.setCallback()
: allows you to change the function to be executed byonValueChangedCallback
, for the next time it's toggled.
The following example switches the color of a box between two colors each time it's clicked.
// Create entity
const box = new Entity()
// Give entity a shape and transform
box.addComponent(new BoxShape())
box.addComponent(new Transform())
//Define two different materials
let greenMaterial = new Material()
greenMaterial.albedoColor = Color4.Green()
let redMaterial = new Material()
redMaterial.albedoColor = Color4.Red()
// Add a Toggle component
box.addComponent(new ToggleComponent(ToggleComponent.State.Off, value =>{
if (value == ToggleComponent.State.On){
//set color to green
box.addComponentOrReplace(greenMaterial)
}
else{
//set color to red
box.addComponentOrReplace(redMaterial)
}
}))
//listen for click on the box and toggle it's state
box.addComponent(new OnClick(event=>{
box.getComponent(ToggleComponent).toggle()
}))
// Add entity to engine
engine.addEntity(box)
Combine Toggle with Translate
This example combines a toggle component with a move component to switch an entity between two positions every time it's clicked.
// Create entity
const box = new Entity()
// Give entity a shape and transform
box.addComponent(new BoxShape())
box.addComponent(new Transform())
//Define two positions for toggling
let Pos1 = new Vector3(1, 1, 1)
let Pos2 = new Vector3(1, 1, 2)
//toggle for wine bottle
box.addComponent(new ToggleComponent(ToggleComponent.State.Off, value =>{
if (value == ToggleComponent.State.On){
box.addComponentOrReplace(new MoveTransformComponent(Pos1,Pos2, 0.5))
}
else{
box.addComponentOrReplace(new MoveTransformComponent(Pos2,Pos1, 0.5))
}
}))
//listen for click on the box and toggle it's state
box.addComponent(new OnClick(event=>{
box.getComponent(ToggleComponent).toggle()
}))
// Add entity to engine
engine.addEntity(box)
Time
These tools are all related to the passage of time in the scene.
Delay a function
Add a Delay
component to an entity to execute a function only after an n
amount of milliseconds.
This example creates an entity that only becomes visible in the scene after 100000 milliseconds (100 seconds) have passed.
// create entity
const easterEgg = new Entity()
// give entity a shape and set invisible
const easterEggShape = new BoxShape()
easterEggShape.visible = false
easterEgg.addComponent(easterEggShape)
// add a delayed function
easterEgg.addComponent(new Delay(100000, () => {
easterEgg.getComponent(PlaneShape).visible = true
}))
// add entity to scene
Engine.addEntity(easterEgg)
To delay the execution of a task that isn't directly tied to any entity in the scene, create a dummy entity that only holds a Delay
component.
Delay removing an entity
Add an ExpireIn
component to an entity to remove it from the scene after an n
amount of milliseconds.
This example creates an entity that is removed from the scene 500 milliseconds after it's clicked.
// create entity
const box = new Entity()
// give entity a shape
box.addComponent(new BoxShape())
// add a function to run when clicked
box.addComponent(new OnClick(() => {
box.addComponent(new ExpireIn(500))
}))
// add entity to scene
Engine.addEntity(box)
Repeat at an Interval
Add an Interval
component to an entity to make it execute a same function every n
milliseconds.
This example creates an entity that changes its scale to a random size every 500 milliseconds.
// create entity
const box = new Entity()
// give entity a shape and transform
box.addComponent(new BoxShape())
box.addComponent(new Transform())
// add a repeated function
box.addComponent(new Interval(500, () => {
let randomSize = Math.random()
box.getComponent(Transform).scale.setAll(randomSize)
}))
// add entity to scene
Engine.addEntity(box)
To repeat the execution of a task that isn't directly tied to any entity in the scene, create a dummy entity that only holds an Interval
component.