gamedevjs
v1.1.18
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> game development toolkit
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gamedevjs
game development toolkit
A collection of common components which are widely used in game development:
- Scheduler
- Finite State Machine
- Object Pool
- Event Manager
(other components will be published and documented soon)
This project is evolving and need your feedback, please create Issue
Table of contents
Installation
$ npm install --save gamedevjs
Usage
Node
var gamedev = require("gamedevjs").gamedev;
ES6
// ES6
import {gamedev} from "gamedevjs";
Browser CDN: https://cdn.jsdelivr.net/npm/gamedevjs
<script src="https://cdn.jsdelivr.net/npm/gamedevjs"></script>
<script>
var gamedev = window.gamedevjs.gamedev;
</script>
Scheduler
Creation
Schedule tasks at specific times
var scheduler = gamedev.scheduler.config([
{at: 200, run: function() {console.log("Hello 200ms")} },
{at: 1300, run: function() {console.log("Hello 1300ms")} },
{at: 5000, run: function() {console.log("Hello 5000ms")} },
]);
scheduler.start();
Schedule sequence tasks
var scheduler = gamedev.scheduler.sequence([
{duration: 1100, run: function() {console.log("Hello 200ms")} },
{duration: 3700, run: function() {console.log("Hello 1300ms")} },
{duration: 100, run: function() {console.log("Hello 5000ms")} },
]);
// start scheduler with delay time
scheduler.start(200);
Repeat
// start scheduler with no delay time, repeat 3 times
scheduler.start(0, 3);
// start scheduler with no delay time, repeat forever
scheduler.start(0, -1);
// start scheduler with 200ms delay time, repeat 2 times
// and delay 200ms between each scheduled times
scheduler.start(200, 2);
Manipulation
Push task at specific time
...
// push and schedule addional task
scheduler.pushStep({
at: 4000,
run: function() {
console.log("Hello 4000ms");
}
})
// or we can push task when scheduler is running
// and make sure scheduler has not reached new schedule time
setTimeout(function() {
scheduler.pushStep({
at: 4000,
run: function() {
console.log("Hello 4000ms");
}
})
}, 3000);
Stop scheduler will terminate all running tasks
scheduler.stop();
Finite State Machine
Inspired by javascript-state-machine (author: jakesgordon)
Creation
NOTICE: event name must NOT be "any"
var fsm = gamedev.fsm.config({
initial: "stand",
events: {
move: {from: ["stand", "run"], to: "walk"},
movefast: {from: ["stand", "walk"], to: "run"},
stop: {from: ["walk", "run"], to: "stand"},
}
});
console.log(fsm.current); // "stand"
fsm.events.move();
console.log(fsm.current); // "walk"
Manipulation
...
fsm.pushEvents({
die: {from: ["stand", "run", "walk"], to: "dead"}
});
fsm.events.die();
Event Handler
Event execution orders:
- beforeany - fired before any event
- beforeEVENT - fired before the event
- leaveSTATE - fired when leaving the old state (fsm.current is still old state)
- leaveany - fired when leaving any old state (fsm.current is still old state)
- enterany - fired when entering any new state (fsm.current is new state)
- enterSTATE - fired when entering the new state (fsm.current is new state)
- afterEVENT - fired after the event
- afterany - fired after any event
...
fsm.events.beforemove = function() {
console.log("before move");
}
fsm.events.leavestand = function() {
console.log("leave stand");
}
fsm.events.enterwalk = function() {
console.log("enter walk");
console.log(fsm.previous); // previous state
console.log(fsm.current); // current state
}
fsm.events.aftermove = function() {
console.log("after move");
}
// or use registerEvent to pass this object
fsm.registerEvent("beforemove", function() {
console.log("before move with registerEvent");
}, thisObject);
fsm.events.move();
Cancel Event Handler
var EventStatus = require("gamedevjs").EventStatus;
...
fsm.events.beforemove = function() {
console.log("before move");
return EventStatus.CANCEL;
}
fsm.events.move();
console.log(fsm.current); // still be "stand"
Async Event Handler
var EventStatus = require("gamedevjs").EventStatus;
...
fsm.events.beforemove = function(next) {
console.log("before move");
setTimeout(function() {
next();
}, 2000);
return EventStatus.ASYNC;
}
fsm.events.move();
console.log(fsm.current); // still be "stand"
setTimeout(function() {
console.log(fsm.current); // "walk" now
}, 3000);
Object Pool
Creation
Item List
Predefine a list of items for object pool.
var gamedev = require("gamedevjs").gamedev;
var pool = gamedev.pool.config({
items: [
{point: 0}
]
});
Sample Item
...
var pool = gamedev.pool.config({
sampleItem: {point: 2}
sampleCount: 2
});
Combine
Predefined items are added to the pool first, then sample items will be added later.
var pool = gamedev.pool.config({
items: [
{point: 0}
],
sampleItem: {point: 2}
sampleCount: 2
});
Manipulation
Get
...
// get available item
item = pool.getItem();
// if pool is empty, it will clone sampleItem
// if sampleItem is undefined, item2 is undefined as well
item2 = pool.getItem();
Return
...
// return item to the pool and trigger onreturn event
pool.returnItem(item);
Push
...
// push item to the pool and trigger onpush event
pool.pushItem(item);
Clear
Clear all items
...
pool.clear();
Events
- onpush: trigger when item is pushed to pool (init pool or push new items to pool)
- onget: trigger when item is retrieved from pool (get available item)
- onreturn: trigger when item is returned to pool (return item to pool)
pool = gamedev.pool.config({
onreturn: function(item) { console.log("return item"); },
onget: function(item) { console.log("get item"); },
onpush: function(item) { console.log("push item"); },
sampleItem: {point: 0}
});
Event Manager
Creation
var gamedev = require("gamedevjs").gamedev;
var EventManager = require("gamedevjs").EventManager;
// global event manager
var event = gamedev.event;
// or create new instance
var event = new EventManager();
Manipulation
Common usage
...
let isHit = false;
let heath = 1200;
gamedev.event.register("hit", (data) => {
isHit = true;
heath -= data.damage;
});
gamedev.event.emit("hit", {damage: 500});
console.log(heath); // 700
gamedev.event.unregister("hit");
gamedev.event.emit("hit", {damage: 500});
console.log(heath); // 700
Register Once
let isHit = false;
let heath = 1200;
gamedev.event.registerOnce("hit", (data) => {
isHit = true;
heath -= data.damage;
});
gamedev.event.emit("hit", {damage: 500});
console.log(heath); // 700
gamedev.event.emit("hit", {damage: 500});
console.log(heath); // 700
Register Replace
let isHit = false;
let heath = 1200;
gamedev.event.register("hit", (data) => {
isHit = true;
heath -= data.damage;
});
gamedev.event.register("hit", (data) => {
isHit = true;
heath -= data.damage * 2;
}, true); // set third parameter to true
gamedev.event.emit("hit", {damage: 500});
console.log(heath); // 200
Multiple Register
let isHit = false;
let heath = 1200;
gamedev.event.register("hit", (data) => {
isHit = true;
heath -= data.damage;
});
gamedev.event.register("hit", (data) => {
isHit = true;
heath -= 200;
});
gamedev.event.emit("hit", {damage: 500});
console.log(heath); // 500
Unregister list
gamedev.event.unregisterList(["hit", "death"]);
Unregister All
gamedev.event.unregisterAll();
License
ISC ©