entity-component-system
v4.0.5
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An implementation of the Entity component system (ECS) pattern used commonly in video games.
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entity-component-system
An implementation of the Entity Component System (ECS) pattern used commonly in video games.
ECS is a way of organizing a system using composition instead of inheritance. It allows you to turn behaviors on and off by adding and removing components to entities.
This module manages the running of a list of "systems" over a collection of entities.
- An "entity" is a logical object in a game.
- A "component" is a chunk of data attached to an entity.
- A "system" is a function that runs on all entities with specific components.
The only way to make changes to an entity is to create/edit/delete components attached to it.
Example
This is an example game loop:
var EntityComponentSystem = require("entity-component-system").EntityComponentSystem;
var EntityPool = require("entity-component-system").EntityPool;
var ecs = new EntityComponentSystem();
function drawBackground(entities, elapsed) { /* ... */ }
ecs.add(drawBackground);
function drawEntity(entity, elapsed) { /* ... */ }
ecs.addEach(drawEntity, "sprite"); // only run on entities with a "sprite" component
var entities = new EntityPool();
function spriteFactory() { return { "image": null }; }
entities.registerComponent("sprite", spriteFactory);
entities.load(/* some JSON */);
var lastTime = -1;
var render = function(time) {
if (this.lastTime === -1) {
this.lastTime = time;
}
var elapsed = time - this.lastTime;
this.lastTime = time;
ecs.run(entities, elapsed);
window.requestAnimationFrame(render);
};
window.requestAnimationFrame(render);
EntityComponentSystem
An EntityComponentSystem
holds the systems (code) and allows you to run
them on the entities inside an EntityPool
.
add(system)
Adds a "system" function to the ECS so it will be called once every time run
is called.
system
is a function that operates on all entities.system
has the format:function mySystem(entityPool, elapsedTime) { /* ... */ }
entityPool
is theEntityPool
of entities to operate on.elapsedTime
is the elapsed time since the last call torun
.
addEach(system, search)
Adds a "system" function to the ECS so it will be called once for each entity
returned from EntityPool.find(search)
in the EntityPool
passed to run
.
system
is a function that operates on a single entity matchingsearch
.system
has the format:function mySystem(entityId, elapsedTime) { /* ... */ }
entityId
is the id of an entity to operate on.elapsedTime
is the elapsed time since the last call torun
.
search
is the name of a search that was previously registered withregisterSearch
.system
is invoked once for every entity in the results ofsearch
.
run(entityPool, elapsedTime)
Invokes all systems in the order they were added to the EntityComponentSystem
.
entityPool
is the collection of entities to operate on.elapsedTime
is the time passed since you last calledrun
.
runs()
Returns the number of times run
was called.
timings()
Returns an array of each system's name and time it ran in milliseconds. The
system names are gathered from the names of functions passed to add
and
addEach
. An example return value:
{
"drawBackground": 0.02,
"drawEntity": 5.00
}
resetTimings()
Resets the timing information and number of runs back to zero.
EntityPool
An EntityPool
holds the entities and components for an
EntityComponentSystem
. EntityPool
provides ways to add, remove, modify, and
search for entities. EntityPool
also has hooks where you can provide callbacks
to be notified of changes.
EntityPool
also implements the Object Pool
pattern to reduce
stuttering caused by garbage collection.
create()
Creates a new entity, and returns the entity's id.
var player = entities.create(); // => 1
destroy(id)
Removes all the components for an entity, and deletes the entity. The
onRemoveComponent
callbacks are fired for each component that is removed.
id
is the id of the entity to destroy.
entities.destroy(player);
registerComponent(component, factory, reset, size)
Registers a component type.
component
is the name of the component to register.factory
is a factory function which returns a newly allocated instance of the component. For example:function createPosition() { return { x: 0, y: 0 }; }
reset
is an optional function which alters a previously used component instance to a clean state so it can be reused on a new entity. For example:function resetPosition(position) { position.x = 0; position.y = 0; }
size
is an optional number of instances to allocate initially.
addComponent(id, component)
Adds a new component to an entity, and returns it. If the component is newly added,
the onAddComponent
callbacks are fired. If the component already existed, it is reset.
id
is the id of the entity to add the component to.component
is the name of the component to add.
var sprite = entities.addComponent(player, "sprite");
sprite.image = "something.png";
getComponent(id, component)
Returns the component value for an entity.
id
is the id of the entity to get the component from.component
is the name of the component to get.
var sprite = entities.getComponent(player, "sprite");
sprite.image = "something.png";
setComponent(id, component, value)
Sets a primitive value for a component. To change a component that holds an
object, use getComponent
instead.
id
is the id of the entity to set the component on.component
is the name of the component to set.value
is the primitive value to set.
entities.setComponent(player, "health", 100);
removeComponent(id, component)
Removes a component from an entity. The onRemoveComponent
callbacks are fired
for the removed component.
id
is the id of the entity to remove the component from.component
is the name of the component to remove.
entities.removeComponent(player, "health");
onAddComponent(component, callback)
Registers a callback to be called when component
is added to any entity.
callback
looks like:
function myAddCallback(id, component, value) { /* ... */ }
onRemoveComponent(component, callback)
Registers a callback to be called when component
is removed from any entity.
callback
looks like:
function myRemoveCallback(id, component, removedValue) { /* ... */ }
registerSearch(search, components)
Registers a named search for entities that have all components listed in the
components
array.
search
is the name of the search to register.components
is an array of component names that an entity must possess to be included in the results.
entities.registerSearch("collectables", ["size", "collisions"]);
find(search)
Returns a list of entity ids for all entities that match the search. See
registerSearch
.
search
is the name of the search previously registered withregisterSearch
.
var collectables = entities.find("collectables"); // => [1, 2, 3, ...]
load(entities)
Load entities into an entity pool from an array of objects. load
should only
be used to fill an empty EntityPool
.
entities
is some JSON-compatible object returned bysave
. The format looks like:[ { "id": 1, "componentName": "componentValue" }, { "id": 2, "componentName": "componentValue" } ]
save()
Returns an object suitable for saving all entities in the EntityPool
to a JSON
file. See load()
.
Install
With npm do:
npm install --save entity-component-system
License
MIT