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nona-core

v0.1.3

Published

An entity-component-system

Downloads

4

Readme

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