geotic-legacy
v3.5.5
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entity-component-system
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geotic (DEPRECATED PACKAGE)
See geotic instead.
geotic-legacy
adjective physically concerning land or its inhabitants.
- entity a unique id and a collection of components
- component a data container
- query a way to gather collections of entities that match some criteria, for use in systems
- prefab a pre-defined collection of components and even other prefabs to quickly build entities
- event a message to an entity and it's components
This library is heavily inspired by ECS in Caves of Qud:
- Thomas Biskup - There be dragons: Entity Component Systems for Roguelikes
- Brian Bucklew - AI in Qud and Sproggiwood
- Brian Bucklew - Data-Driven Engines of Qud and Sproggiwood
Python user? Check out the Python port of this library, ecstremity.
usage and examples
npm install geotic-legacy
- Sleepy Crawler a full fledged roguelike that makes heavy use of geotic by @ddmills
- snail6 a bloody roguelike by @luetkemj
- Gobs O' Goblins by @luetkemj
- Javascript Roguelike Tutorial by @luetkemj
- basic example using pixijs
Below is a contrived example which shows the absolute basics of geotic:
import { Engine, Component, Prefab } from 'geotic';
const ecs = new Engine();
// define some simple components
class Position extends Component {
static properties { x: 0, y: 0 };
}
class Velocity extends Component {
static properties { x: 0, y: 0 };
}
class Frozen extends Component {
}
// all Components and Prefabs must be `registered` by the engine
ecs.registerComponent(Position);
ecs.registerComponent(Velocity);
ecs.registerComponent(Frozen);
...
// Create an empty entity. Call `entity.id` to get the unique ID.
const entity = ecs.createEntity();
// add Position and Velocity components to this entity
entity.addComponent(Position, { x: 4, y: 10 });
entity.addComponent(Velocity, { x: 1, y: .25 });
// create a query that tracks all components that have both a `Position`
// and `Velocity` component but not a `Frozen` component. A query can
// have any combination of `all`, `none` and `any`
const kinematics = ecs.createQuery({
all: [Position, Velocity],
none: [Frozen]
});
...
const loop = (dt) => {
// loop over the result set to update the position for all entities
// in the query. The query will always return an up-to-date `Set`
// containing entities that match
kinematics.get().forEach((entity) => {
entity.position.x += entity.velocity.x * dt;
entity.position.y += entity.velocity.y * dt;
});
};
const data = ecs.serialize(); // serialize the game state into a javascript object
...
ecs.deserialize(data); // convert the serialized data back into entities and components
Engine
import { Engine } from 'geotic';
const ecs = new Engine();
Engine properties and methods:
- ecs: the geotic Engine instance
- isDestroyed: returns
true
if this entity is destroyed - components: all component instances attached to this entity
- idGenerator: A function which is invoked when generating an ID. Defaults to nanoid non-secure
- generateId(): Generates an entity ID (invokes and returns
idGenerator
) - createEntity(id = null): create an
Entity
. optionally provide an ID - destroyEntity(entity): destroys an entity. functionally equivilant to
entity.destroy()
- serialize(entities = null): serialize and return all entity data into an object. optionally specify a list of entities to serialize
- deserialize(data): deserialize an object
- deserializeEntity(data): deserialize a specific entity object (see
entity.serialize()
entities
a unique id and a collection of components
const zombie = engine.createEntity();
zombie.add('Name', { value: 'Donnie' });
zombie.add('Position', { x: 2, y: 0, z: 3 });
zombie.add('Velocity', { x: 0, y: 0, z: 1 });
zombie.add('Health', { value: 200 });
zombie.add('Enemy');
Entity properties and methods:
- id: the entities' unique id. Generated by the engine.
- ecs: the geotic Engine instance
- isDestroyed: returns
true
if this entity is destroyed - components: all component instances attached to this entity
- add(componentName, props={}): create and add registered component to the entity. A component instance can also be supplied.
- has(componentName, key=''): returns true if entity has component
- get(componentName, key=''): get a component attached to this entity
- owns(component): returns
true
if the specified component belongs to this entity - destroy(): destroy the entity and all of it's components
- remove(componentName, key=''): remove (detach) component from the entity
- DEPRECIATED attach(component): attach a component that has been removed. DEPRECIATED: Use
.add(instance)
instead! - serialize(): serialize this entity and it's components
- fireEvent(name, data={}): send an event to all components on the entity
components
a data container
A component must be defined and then registered with the Engine. This example defines a simple Health
component:
import { Component } from 'geotic';
class Health extends Component {
// these props are defaulting to 10
// anything defined here will be serialized
static properties {
current: 10,
maximum: 10,
};
// arbitrary helper methods and properties can be declared on
// components. Note that these will NOT be serialized
get isAlive() {
return this.current > 0;
}
// This is automatically invoked when a `damage-taken` event is fired
// on the entity: `entity.fireEvent('damage-taken', { damage: 12 })`
// the `camelcase` library is used to map event names to methods
onDamageTaken(evt) {
// event `data` is an arbitray object passed as the second parameter
// to entity.fireEvent(...)
this.reduce(evt.data.damage);
// handling the event will prevent it from continuing
// to any other components on the entity
evt.handle();
}
reduce(amount) {
this.current = Math.max(this.current - amount, 0);
}
heal(amount) {
this.current = Math.min(this.current + amount, this.maximum);
}
}
Component properties and methods:
- static properties = {} object that defines the properties of the component. These can also reference an entity or
an array of entites by setting the default value to
<Entity>
and<EntityArray>
respectively! - static allowMultiple = false are multiple of this component type allowed? If true, components will either be stored as an object or array on the entity, depending on
keyProperty
. - static keyProperty = null what property should be used as the key for accessing this component. if
allowMultiple
is false, this has no effect. If this property is omitted, it will be stored as an array on the component. - isAttached returns
true
if this component is attached to an entity - isDestroyed returns
true
if this component is destroyed - properties returns the properties
- serialize() serialize just this component
- destroy() remove and destroy this component
- clone() clone this component, returns an identical component instance that is detached
- remove(destroy = true) remove this component. if
destroy=true
then this behaves the same asdestroy()
- onAttached() override this method to add behavior when this component is attached (added) to an entity
- onDetached() override this method to add behavior when this component is detached (removed) to an entity
- onDestroyed() override this method to add behavior when this component is destroyed
- onEvent(evt) override this method to capture all events coming to this component
This example shows how allowMultiple
and keyProperty
work:
class Impulse extends Component {
static properties = {
x: 0,
y: 0,
};
static allowMultiple = true;
}
ecs.registerComponent(Impulse);
...
// add multiple `Impulse` components to the player
player.add(Impulse, { x: 3, y: 2 });
player.add(Impulse, { x: 1, y: 0 });
player.add(Impulse, { x: 5, y: 6 });
...
// returns the array of Impulse components. Same as `player.impulse`
player.get(Impulse);
// returns the Impulse at position `2`. Similar to `player.impulse[2]`,
// but will exit early if the entity does not have the `Impulse` component.
player.get(Impulse, 2);
// returns `true` if the component has an `Impulse` component
player.has(Impulse);
// returns `true` if the component has a third `Impulse` component
player.has(Impulse, 2);
// the `player.impulse` property is an array
player.impulse.forEach((impulse) => {
console.log(impulse.x, impulse.y);
});
// remove and destroy all `Impulse` components attached to this entity
player.remove(Impulse);
...
class EquipmentSlot extends Component {
static properties = {
name: 'hand',
item: '<Entity>', // this is a special property which can reference other Entities
};
static allowMultiple = true;
static keyProperty = 'name';
}
ecs.registerComponent(EquipmentSlot);
...
const player = ecs.createEntity();
const helmet = ecs.createEntity();
const sword = ecs.createEntity();
// add equipment slot components to the player. Notice that the `item`
// property can be assigned an entity
player.add(EquipmentSlot, { name: 'rightHand' });
player.add(EquipmentSlot, { name: 'leftHand', item: sword });
player.add(EquipmentSlot, { name: 'head', item: helmet });
...
// since the `EquipmentSlot` had a `keyProperty=name`, the `name`
// is used to access them
player.equipmentSlot.head;
player.get(EquipmentSlot, 'head'); // same as above
player.has(EquipmentSlot, 'head'); // true
// this will `destroy` the `sword` entity and automatically
// set the `rightHand.item` property to `null`
player.equipmentSlot.rightHand.item.destroy();
// remove and destroy the `rightHand` equipment slot
player.remove(EquipmentSlot, 'rightHand');
Cloning components
const playerA = ecs.createEntity();
const playerB = ecs.createEntity();
playerA.add(someComponent);
const clonedComponent = playerA.someComponent.clone();
playerB.add(clonedComponent);
queries
Queries keep track of sets of entities defined by component types.
const query = ecs.createQuery({
any: [A, B], // exclude any entity that does not have at least one of A OR B.
all: [C, D], // exclude entities that don't have both C AND D
none: [E, F], // exclude entities that have E OR F
});
query.get().forEach((entity) => ...); // loop over the latest set of entites that match
// alternatively, listen for when an individual entity is created/updated that matches
query.onEntityAdded((entity) => {
console.log('an entity was updated or created that matches the query!', entity)l
});
query.onEntityRemoved((entity) => {
console.log('an entity was updated or destroyed that previously matched the query!', entity)l
});
- query.get() get the result Set of the query
- onEntityAdded(fn) add a callback for when an entity is created or updated to match the query
- onEntityRemoved(fn) add a callback for when an entity is removed or updated to no longer match the query
- isMatch(entity) returns
true
if the givenentity
matches this query. Mostly used internally
serialization
example Save game state by serializing all entities and components
const saveGame = () => {
const data = ecs.serialize();
localStorage.setItem('savegame', data);
};
...
const loadGame = () => {
const data = localStorage.getItem('savegame');
ecs.deserialize(data);
};
event
message sent to all components on an entity
The geotic event system is modelled aver this talk by Brian Bucklew - AI in Qud and Sproggiwood.
// a `Health` component which listens for a `take damage` event
class Health extends Component {
...
// event names are mapped to methods using the `camelcase` library.
onTakeDamage(evt) {
console.log(evt);
this.value -= evt.data.amount;
// the event gets passed to all components the `entity` unless a component
// invokes `evt.prevent()` or `evt.handle()`
evt.handle();
}
// watch ALL events coming to component
onEvent(evt) {
console.log(evt.name);
console.log(evt.is('take-damage'));
}
}
...
entity.add(Health);
const evt = entity.sendEvent('take-damage', { amount: 12 });
console.log(evt.name); // return the name of the event. "take-damage"
console.log(evt.data); // return the arbitrary data object attached. { amount: 12 }
console.log(evt.handled); // was `handle()` called?
console.log(evt.prevented); // was `prevent()` or `handle()` called?
console.log(evt.handle()); // handle and prevent the event from continuing
console.log(evt.prevent()); // prevent the event from continuing without marking `handled`
console.log(evt.is('take-damage')); // simple name check
prefab
a predefined collection of components
The prefab system is modelled after this talk by Thomas Biskup - There be dragons: Entity Component Systems for Roguelikes.
// prefabs must be registered before they can be instantiated
ecs.registerPrefab({
name: 'Being',
components: [
{
type: 'Position',
properties: {
x: 4,
y: 10,
},
},
{
type: 'Material',
properties: {
name: 'flesh',
},
},
],
});
ecs.registerPrefab({
// name used when creating the prefab
name: 'HumanWarrior',
// an array of other prefabs of which this one derives.
inherit: ['Being', 'Warrior'],
// an array of components to attach
components: [
{
// this can be a constructor name, or a reference directly to the component class
type: 'EquipmentSlot',
// what properties should be assigned to the component
properties: {
name: 'head',
},
},
{
// components that allow multiple can easily be added in
type: 'EquipmentSlot',
properties: {
name: 'legs',
},
},
{
type: 'Material',
// if a parent prefab already defines a `Material` component, this flag
// will say how to treat it. Defaults to overwrite=true
overwrite: true,
properties: {
name: 'silver',
},
},
],
});
...
const warrior1 = ecs.createPrefab('HumanWarrior');
// property overrides can be provided as the second argument
const warrior2 = ecs.createPrefab('HumanWarrior', {
equipmentSlot: {
head: {
item: ecs.createPrefab('Helmet')
},
},
position: {
x: 12,
y: 24,
},
});
Dev notes
- ✓ deserialize
- ✓ basic serialize/deserialize from object
- ✓ onAttached safely access entity
- ✓ serialize
- only serialize if value is different from default (?)
- ✓ serialize given list of entities
- prefab
- ✓ prefab base class
- ✓ prefab registry
- ✓ poly inherit
- ✓ PrefabComponent types
- ✓ component definition
- ✓ initial props
- ✓ should overwrite or replace
- ✓ applyToEntity(entity)
- reference prefab chain on entity
- entity.is(prefab)
- Prefab.matches(entity)
- strict vs non-strict (component data matches vs component types)
- ✓ allow overrides on prefab instantiation
- https://www.youtube.com/watch?v=fGLJC5UY2o4
- ✓ query
- ✓ cache
- ✓ filter
- ✓ return Set instead of Object
- ✓ filter destroyed entities by default
- ✓ query definition
- ✓ any
- ✓ all
- ✓ none
- ✓ query.get
- ✓ query.onEntityAdded(e)
- ✓ query.onEntityRemoved(e)
- logging configuration
- route all console logs to logger
- check all console log statements
- tags
- properties
- ✓ EntityArray
- EntitySet
- Prefab
- PrefabSet
- ✓ events
- ✓ https://www.youtube.com/watch?v=4uxN5GqXcaA
- ✓ entity.sendEvent(event)
- ✓ component.handleEvent(event)
- ✓ an event to an entity will send it to all child components
- ✓ child component can "cancel" the event to prevent it bubbling (?)
- ✓ component eventMap
- ✓ replace eventMap with direct method calls
- global events (sent from Engine)
- dev
- ✓ sourcemaps
- ✓ prettier
- ✓ rollup
- github npm deploy action
- component
- ✓ default property values
- ✓ property.deserialize(data)
- ✓ remove()
- ✓ ensure works with key components
- ✓ destroy()
- ✓ onDestroyed()
- ✓ clone
- .clone(propertyOverrides)
- ✓ allowMultiple without specifying keyProperty
- ✓ rename accessor to
key
- rename
type
todefinitionType
- registry
- warn if component malformed (?)
- prefab caching
- only instantiate components when different from defaults
- less instances
- ✓ Entity registry
- Entity
- ✓ keep track of refs
- ✓ destroy()
- ✓ component.onDestroy()
- ✓ property.onDestroy() (do ref cleanup)
- soft-destroy (do not remove refs) danger!
- removing keyed component without key should remove all
- ✓ add(type, properties);
- control how components are named
- ✓ camelCase component access
- Performance
- Use raw for loops
- ✓ store entities as array instead of object (?)
- ✓ use Map for component registry
- rapid entity add/remove
- ✓ cache camel case results
- cache event name map