light-ecs
v0.2.5
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LightECS
A performant Entity Component System library for Typescript and Javascript.
What is ECS
Entity–component–system (ECS) is an architectural pattern that is mostly used in game development. ECS follows the composition over inheritance principle that allows greater flexibility in defining entities where every object in a game's scene is an entity (e.g. enemies, bullets, vehicles, etc.). Every entity consists of one or more components which contains data or state.
Key Features of LightECS
- Efficient serialization support for networked games/applications.
- Written in Typescript for a strong-typed workflow.
Installation
npm i light-ecs --save
yarn add light-ecs
Usage
Import the library
import * as ECS from 'light-ecs';
or
import { Component, ComponentField, Engine, System, World } from 'light-ecs';
Define your component types
LightECS uses protobufjs for serialization under the hood. Component types just need to extend from ECS.Component class and then fields can be defined using any approach supported by protobufjs documented here. We recommend using decorators through typescript.
// ECS.Component is a subclass of the Message class from protobufjs.
class MyComponentType extends ECS.Component {
// ECS.ComponentField is simiply an alias for Field.d from protobufjs.
@ECS.ComponentField(1, 'uint32')
public int: number = 0;
@ECS.ComponentField(2, 'string')
public text: string = '';
}
Initialize the engine object
const engine = new ECS.Engine([MyComponentType, ...otherComponentTypes]);
Create a world, an entity and its components
const world = engine.createWorld();
const entityId = world.createEntity();
const myComponent = world.addComponentToEntity(entityId, MyComponentType);
myComponent.int = 100;
myComponent.text = 'my text';
Build a system that can query entities by their components
class MySystem extends ECS.System {
public run(world: ECS.World): void {
// queryEntities is a protected method from ECS.System
this.queryEntities(
world,
MyComponentType
// anotherComponentType, ...
).forEach(([entityId, myComponent /*, anotherComponent, ... */]) => {
// do something
});
}
}
const mySystem = new MySystem();
mySystem.run(world);
Serialization
const serialized = engine.serializeWorld(world);
// this deserialized object should contain the exact same data as the
// pre-serialization world object.
const deserialized = engine.createWorld(serialized);