super-ecs
v2.3.0
Published
Entity Component System library
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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 userxjs
- component names should be of type
symbol
Release
npm version {major | minor | patch}
npm publish