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Ape-ECS (Apex) Entity-Component-System library for simulation and game development.
A performant, featureful, and flexible Entity-Component-System library for JavaScript, written in ECMAScript ES2018, intended for use in games and simulations.
npm install ape-ecs
const ApeECS = require('ape-ecs');
class Gravity extends ApeECS.System {
init() {
this.mainQuery = this.createQuery().fromAll('Position', 'Physics');
}
update(tick) {
const entities = this.mainQuery.execute();
const frameInfo = this.world.getEntity('frame');
for (const entity of entities) {
const point = entity.getOne('Position');
if (!entity.has('Vector')) {
entity.addComponent({
type: 'Vector',
mx: 0,
my: 0
})
}
const vector = entity.getOne('Vector');
vector.my += 9.807 * frame.time.deltaTime * .01;
vector.update();
}
}
}
class Position extends ApeECS.Component {
static properties = {
x: 0,
y: 0
}
}
class Vector extends ApeECS.Component {
static properties = {
mx: 0,
my: 0,
speed: 0
}
get speed() {
return Math.sqrt(this.mx**2 + this.my**2);
}
}
class FrameInfo extends ApeECS.Component {
static properties = {
deltaTime: 0,
deltaFrame: 0,
time: 0
}
}
const world = new ApeECS.World();
world.registerComponent(Position);
world.registerComponent(Vectory);
world.registerComponent(FrameInfo);
world.registerTags('Physics');
world.registerSystem('frame', Gravity);
const frame = world.createEntity({
id: 'frame',
c: {
time: {
type: 'FrameInfo',
}
}
})
// see world.creatEntity and world.createEntities
// in docs/World.md for more details
world.registerSystem('frame', require('./move.js'));
world.createEntities(require('./saveGame.json'));
let lastTime = 0;
function update(time) {
const delta = time - lastTime;
time = lastTime;
frame.time.update({
time: time,
deltaTime: delta,
deltaFrame: delta / 16.667
});
world.runSystems('frame');
// run update again the next browser render call
// every 16ms or so
window.requestAnimationFrame(update);
}
update(0);
The Entity-Component-System paradigm is great for managing dynamic objects in games and simulations. Instead of binding functionality to data through methods, entities are dynamically composed of any combination of types. Separate systems are then able to query for entities with a given set of types.
ECS's dynamic data composition and freely interacting systems leads to:
This library has been inspired in part by:
An in-progress arcade game Missile Orders.
This game is not in a complete state yet, nor does it show off all of the potential of ECS yet.
The goal is to keep test coverage at 100%.
git clone git@github.com/fritzy/ape-ecs.git
cd ape-ecs
npm install
npm test
FAQs
Ape-ECS (Apex) Entity-Component-System library for simulation and game development.
We found that ape-ecs demonstrated a not healthy version release cadence and project activity because the last version was released a year ago. It has 1 open source maintainer collaborating on the project.
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