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super-ecs

v2.3.0

Published

Entity Component System library

Downloads

5,157

Readme

super-ecs

Entity Component System library for JavaScript/TypeScript games.

  • API Docs: https://goldenratio.github.io/super-ecs/
  • Example Repo: https://github.com/goldenratio/super-ecs-example
  • Example Repo (Vanilla JS): https://github.com/goldenratio/super-ecs-vanilla-js-example
  • CDN: https://unpkg.com/browse/super-ecs/dist/

npm install --save super-ecs

https://www.npmjs.com/package/super-ecs

Basic Usage

To define a new component, simply implement Component. Note that each component should have a unique name property.

const COMPONENT_NAMES = {
  Position: Symbol('Position'),
  Velocity: Symbol('Velocity'),
  Health: Symbol('Health')
};

class Position {
  name = COMPONENT_NAMES.Position;
  constructor({ x = 0, y = 0 }) {
    this.x = x;
    this.y = y;
  }
}

class Velocity {
  name = COMPONENT_NAMES.Velocity;
  constructor({ x = 0, y = 0 }) {
    this.x = x;
    this.y = y;
  }
}

class Health {
  name = COMPONENT_NAMES.Health;
  constructor({ maxHealth = 100 }) {
    this.health = maxHealth;
    this.maxHealth = maxHealth;
  }

  isDead() {
    return this.health <= 0;
  }

  receiveDamage(damage) {
    this.health -= damage;
  }
}

An entity is essentially a container of one or more components.

const hero = new Entity();
hero.addComponent(new Position({ x: 0, y: 0 }));
hero.addComponent(new Velocity({ x: 0, y: 0 }));
hero.addComponent(new Health({ maxHealth: 50 }));

The system is responsible for updating the entities. In a real game there may be a lot of systems, like CollisionSystem, RenderSystem, ControlSystem etc.

class PhysicSystem extends System {

  update(delta) {

   const entities = this.world.getEntities([COMPONENT_NAMES.Position, COMPONENT_NAMES.Velocity]);
   entities.forEach(entity => {
       const position = entity.getComponent(COMPONENT_NAMES.Position);
       const velocity = entity.getComponent(COMPONENT_NAMES.Velocity);
       if (position && velocity) {
          position.x += velocity.x * delta;
          position.y += velocity.y * delta;
       }
   });
  }
}

The world is the container of all the entities and systems. Calling the update method will sequentially update all the systems, in the order they were added.

const world = new World();

world.addEntity(hero);
// ... add other entities

world.addSystem(new PhysicSystem());
// ... add other systems

requestAnimationFrame(function () {
    world.update(/* interval */);
})

A system is notified when it is added or removed from the world:

class MySystem extends System {

  addedToWorld(world) {
    super.addedToWorld(world);
    // Code to handle being added to world. Remember to call `super`.
  }

  removedFromWorld(world) {
      super.removedFromWorld(world);
      // Code to handle being removed from world.. Remember to call `super`.
    }
}

The world emits Observable when entities are added or removed. You can listen for specific entities and handle the Observable accordingly:

class MySystem extends System {

  removedFromWorld(world) {
    super.removedFromWorld(world);
    if (this._disposeBag) {
      this._disposeBag.dispose();
    }
  }

  addedToWorld(world) {
    super.addedToWorld(world);
    // Code to handle being added to world. Remember to call `super`.

    this._disposeBag = new DisposeBag();

    this._disposeBag.completable$(world.entityAdded$([COMPONENT_NAMES.Position, COMPONENT_NAMES.Velocity]))
      .subscribe(entity => {
        // This function is called whenever an entity with both 'position' and
        // 'velocity' components is added to the world. It can also be called when
        // a component is added to an entity; for example, when an entity with
        // only 'position' has 'velocity' added to it.
      });

    this._disposeBag.completable$(world.entityRemoved$([COMPONENT_NAMES.Position, COMPONENT_NAMES.Velocity]))
      .subscribe(entity => {
        // This function is called whenever an entity with both 'position' and
        // 'velocity' components is removed from the world. It can also be called
        // when a component is removed from an entity; for example, when an entity
        // with both 'position' and 'velocity' has 'velocity' removed from it.
    });
  }
}

Port of CES.js with some changes,

  • instead of signal, we use rxjs
  • component names should be of type symbol

Release

npm version {major | minor | patch}
npm publish