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

ecsape

v0.3.0

Published

fast and flexible Entity Component System

Downloads

14

Readme

ECSape Build Status dependency Status devDependency Status

A fast, flexible Entity Component System for JavaScript games. Bring your own components/systems.

NOTE: This code has not yet been battle-tested; use at your own risk. (Also, please report issues.)

Examples

For complete examples, see ecsape-examples.

API

var ECS = require('ecsape');

NOTE: ECSape does not include/impose any classical OO utilities. For the sake of example we use node's built-in util.inherits, but you can use whatever you like (including "vanilla" CoffeeScript classes) to facilitate inheritance.

Index

Create a new Entity dynamically

var entity = new ECS.Entity();

NOTE: When inheriting from ECS.Entity, you must call the super-constructor, as it assigns a unique ID to the Entity which is used internally.

Create a new Component dynamically

var position = new ECS.Component();
position.name = 'position';
position.x = position.y = 0;

Define a new Component type

var inherits = require('util').inherits;

var Position = function (pos) {
  this.x = pos.x;
  this.y = pos.y;
};

inherits(Position, ECS.Component);

Position.prototype.name = 'position';

Add a Component to an Entity

entity.addComponent(new Position({x: 100, y: 100}));

Remove a Component from an Entity

entity.removeComponent(position);

Create a new World

var world = new ECS.World();

Add an entity to the World

world.add(entity);

Add many entities to the World in bulk

var entities = [
  entity1,
  entity2,
  // ...
  entityN
];

world.addAll(entities);

Remove an entity from the world

world.remove(entity);

Remove many entities from the World in bulk

var entities = [
  entity1,
  entity2,
  // ...
  entityN
];

world.removeAll(entities);

Flush all added/removed/changed entities into corresponding entity lists

world.flush();

This updates all lists acquired with world.get, based on which entities have been added/removed, or have changed their component lists, since the last time flush was called.

Usually, you'll want to call this once per "tick" of your game.

Get all entities that have certain Components

var movables = world.get('position', 'velocity');

NOTE: world.get returns a special type of list of entities.

This list automatically updates when entities that match its criteria are added or removed, so it can be saved to refer to later, for instance, as a property inside a System.

See also:

Iterate through an Entity List with a callback

world.get('position', 'velocity').each(function (entity) {
  entity.position.x -= 100;
});

Iterate through an Entity List with a loop (faster)

var next = world.get('position', 'velocity').first,
    entity;

while (next) {
  entity = next.obj;
  entity.position.x -= 100;
  next = next.next;
};

Detect when an Entity is added to an Entity List

world.get('position', 'velocity').on('entitiesAdded', function (entities) {
  console.log('Number of entities added: ' + entities.length);
});

Detect when an Entity is removed from an Entity List

world.get('position', 'velocity').on('entitiesRemoved', function (entities) {
  console.log('Number of entities removed: ' + entities.length);
});

Create a new System dynamically

var physics = new ECS.System();

physics.init = function (world) {
  this.world = world;
  this.entities = world.get('position', 'velocity');
};

physics.update = function () {
  this.entities.each(function (entity) {
    entity.position.x += entity.velocity.x;
    entity.position.y += entity.velocity.y;
  });
};

NOTE: The init function is important; it runs when a System is added to the world.

Define a new System type

var inherits = require('util').inherits;

var PhysicsSystem = function () {
  PhysicsSystem.super_.call(this);
};

inherits(PhysicsSystem, ECS.System);

PhysicsSystem.prototype.init = function (world) {
  this.world = world;
  this.entities = world.get('position', 'velocity');
};

PhysicsSystem.prototype.update = function (dt) {
  this.entities.each(function (entity) {
    entity.position.x += entity.velocity.x * dt;
    entity.position.y += entity.velocity.y * dt;
  });
};

var physics = new PhysicsSystem();

NOTE: When creating systems by inheriting from ECS.System, you must call the super-constructor, as it assigns a unique ID to the System which is used internally.

Add a system to the World

world.addSystem(physics);

NOTE: This will automatically invoke the init function on the System being added (if one exists). The first and only argument provided to init() is a reference to this World.

Remove a system from the world

world.removeSystem(physics);

Invoke a function on all systems

world.invoke('update', dt);
world.invoke('hasManyArguments', a, b, c, d);

Functions are invoked in the order the systems were added to the world.

If a system does not implement the specified function, it is skipped.

See also:

Install

npm install ecsape --save

License

MIT


Analytics