nona-core
v0.1.3
Published
An entity-component-system
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Nona core
A component-entity-system engine. Can be used for games and more!
Basic Usage
import Engine from 'nona-core';
// Create a new Game instance
const engine = new Engine({
renderer: ({
// Entities and component data
}) => {
// Do some rendering here
},
update: ({
// Entities and component data
}) => {
// Modify entity-component data here
},
});
// Add components
engine.createComponent({
name: 'Transform',
description: 'Track entity position',
state: {
x: 0,
y: 0,
},
});
// Create an entity
const carla = engine.addEntity('Carla');
// Add a component to an entity
engine.addComponentToEntity('Transform', carla);
// Start your engine
engine.startGame();
API
new Engine()
Takes arguments as an object with keys:
| Key | Type | Default Value | Description |
| --- | --- | --- | --- |
| renderer | Function | null | A function that should be used to draw your entities |
| update | Function | null | Called before renderer
. Do your logic to update entity data here. |
| init [optional] | Function | null | If provided, called once when the engine first starts |
| components [optional] | Array | [] | An array of component configs. Useful for loading in components from another project into yours. |
| assemblages [optional] | Array | [] | An array of assemblage configs. Useful for loading in assemblages from another project into yours. |
engine.startGame()
Starts the engine, calling init()
and the starting the main update/render loop.
engine.stopGame()
Stops the main update/render loop.
engine.addEntity(label [, assemblage])
Takes a string
label and an optional string
assemblageId, and returns an entityId. If the assemblage exists, adds it to the newly created entity. Returns the id of the new entity.
engine.createComponent({ name, [description], [state] })
Takes a config object with a required string
name (used for referencing this component), optional string
description, and optional object
state. State isn't required because you could use a component as a form of tagging related entities.
engine.addComponentToEntity(componentName, entityId)
Takes a string
component name and string
entity id and adds that component to the entity.
engine.removeComponentFromEntity(componentName, entityId)
Takes a string
component name and string
entity id and removes that component from the entity.
engine.deleteComponent(componentName)
Takes a string
component name and deletes it form this instance of engine
. It also removes it from all entities.
engine.deleteEntity(entityId)
Takes a string
entity id and removes that entity from this instance of engine
.
engine.addAssemblage({ components, label, [description] })
Takes a config object
with keys string
label, Set{string}
components, and optionally a string
description. Returns the id of the newly created assemblage. Each of the strings in components
should be the name of a component that already exists in engine
.
engine.getAssemblageByLabel(label)
Takes a string
label and returns the id of the assemblage that matches.
renderer: (data) => {}
A function that receives:
data === {
assemblages = {}, // { [assemblageId]: { label: '', description: '', components: Set{<componentId>} } }
assemblageEntities = {}, // { [assemblageId]: <entityId>] }
entityAssemblages = {}, // { [entityId]: <assemblageId>] }
components = {}, // { [componentId]: { name: '', 'description: '', state: {} } }
entities = {}, // { [entityId]: '' <label> }
entityComponents = {}, // { [entityId]: { [<componentId>]: <componentDataId> } }
componentEntities = {}, // { [componentId]: Set{<entityId>} }
componentData = {}, // { [componentDataId]: {} }
}
as its argument. You should do all of your drawing here.
update: (data) => {}
A function that receives:
data === {
assemblages = {}, // { [assemblageId]: { label: '', description: '', components: Set{<componentId>} } }
assemblageEntities = {}, // { [assemblageId]: <entityId>] }
entityAssemblages = {}, // { [entityId]: <assemblageId>] }
components = {}, // { [componentId]: { name: '', 'description: '', state: {} } }
entities = {}, // { [entityId]: '' <label> }
entityComponents = {}, // { [entityId]: { [<componentId>]: <componentDataId> } }
componentEntities = {}, // { [componentId]: Set{<entityId>} }
componentData = {}, // { [componentDataId]: {} }
deltaTime, // The amount of time in milliseconds since the last time `update` was called
elapsedTime, // The amount of time in milliseconds since the `update` was first called
}
Author: Wolfgang Schuster