Lightweight entity, component, system based game engine. With flexible architecture. Decupled from any dependecy. So all interaction with Box2D, Render system, Particle System and so on put in pluggable modules. Use fluent API Crafty.js, jQuery like.
Support
Examples
Quick Start
Creating the World
Create the World for Box2D experiments
var world = darlingjs.world('myGame', [
'ngFlatland',
'ngPhysics',
'ngBox2DEmscripten'
], {
fps: 60
});
DarlingJS is lightweight framework so it's decoupled from any rendering, physics, sound, assets and so on libraries. And it possible to develop on pure javascript with your own simulation systems.
Every darlingjs modules start with prefix 'ng', for example: 'ngPhysics'.
Add systems
add physics simulation system
world.$add('ngBox2DSystem', {
gravity: {
x: 0,
y: 9.8
},
velocityIterations: 3,
positionIterations: 3
});
add view port system for definition 2D camera position
world.$add('ng2DViewPort', {
lookAt: {
x: width / 2, y: height / 2
},
width: width,
height: height
});
add box2d debug draw visualization
world.$add('ngBox2DDebugDraw', {
domID: 'gameView',
width: width, height: height
});
add drugging support system.
world.$add('ngBox2DDraggable', {
//target div/convas element
domId: 'gameView',
//width, height of it
width: width, height: height
});
Create Entity
Create entity of draggable box and add it to the world
darlingjs.$e('box', {
ng2D: {
x: 0.0,
y: 0.0
},
ng2DSize: {
width: 10.0,
height: 10.0
},
ngPhysics: {},
ngDraggable: {}
});
Here is alternative notation: When you have a lot of components in default state, it useful to count of components by array
darlingjs.$e('box', ['ng2D', 'ng2DSize', 'ngPhysics', 'ngDraggable']}
Start The Game
To run update of game the world 60 times in second just use:
world.$start();
One frame emulation:
world.$update(1/60);
Create custom system with custom component
Create system that automaticaly increase life of any entities with 'ngLife' and 'lifeHealer' components. So you if you want to heal some entity you can just add 'lifeHealer' component to it.
Usage
entity.$add('healer');
entity.$remove('healer');
Define component and system
world.$c('healer', {
power: 0.1,
maxLife: 100.0
});
world.$s('healerSystem', {
$require: ['ngLife', 'healer'],
$update: ['$node', function($node) {
if ($node.ngLife.life <= this.healer.maxLife) {
$node.ngLife.life += this.healer.power;
} else {
$node.$remove('healer');
}
}]
});
Inspired by
- AngularJs - dependecy injections;
- Ash - component, entity, system architecture;
- CraftyJS - fluent api;
Pluggable darlingjs Modules
- 2D Renderering uses pixi.js;
- Physics uses emscripted box2d 2.2.1 or box2dweb 2.1a;
- Performance (FPS/Mem) metter uses Stats.js;
- Flatland (2D components);
- Generators (systems of procedural generation of infinity world);
- Particles (systems and components for emitting particles);
- Player (components for store player state: score, life);
Comming soon Modules
- Advanced Particle System;
- AI
- FlashJS, EaselJS Rendering;
- Sound;
- and so on.
Example of Usage
Game Engine now in active developing and here is just proof of concept.
var world = darlingjs.world('myGame', ['ngModule', 'flatWorld'], {
fps: 60
});
world.$add('ngDOMSystem', { targetId: 'gameID' });
world.$add('ngFlatControlSystem');
world.$add('ng2DCollisionSystem');
world.$e('player', [
'ngDOM', { color: 'rgb(255,0,0)' },
'ng2D', {x : 0, y: 50},
'ngControl',
'ngCollision'
]);
for (var i = 0, l = 10; i < l; i++) {
var fixed = Math.random() > 0.5;
world.$e('obstacle_' + i, [
'ngDOM', { color: fixed?'rgb(0, 255, 0)':'rgb(200, 200, 0)'},
'ng2D', {x : 10 + 80 * Math.random(), y: 10 + 80 * Math.random()},
'ngCollision', {fixed: fixed}
]);
}
world.$e('goblin', [
'ngDOM', { color: 'rgb(255,0,0)' },
'ng2D', {x : 99, y: 50},
'ngRamble', {frame: {
left: 50, right: 99,
top: 0, bottom: 99
}},
'ngScan', {
radius: 3,
target: 'ngPlayer',
switchTo: {
e:'ngAttack',
params: {
switchTo:'ngRamble'
}
}
},
'ngCollision'
]);
world.$start();
Create Module
var ngModule = darlingjs.module('ngModule');
ngModule.$c('ngCollision', {
fixed: false
});
ngModule.$c('ngScan', {
target: 'ngPlayer'
});
ngModule.$c('ngRamble', {
frame: {
left: 0, right: 0,
top: 0, bottom: 0
}
});
ngModule.$c('ngPlayer', {
});
ngModule.$c('ngDOM', {
color: 'rgb(255,0,0)'
});
ngModule.$c('ng2D', {
x: 0.0,
y: 0.0,
width: 10.0,
height: 10.0
});
ngModule.$c('ngControl', {
speed: 10,
keys:{ UP_ARROW: -90, DOWN_ARROW: 90, RIGHT_ARROW: 0, LEFT_ARROW: 180}
});
ngModule.$system('ng2DRamble', {
$require: ['ngRamble', 'ng2D'],
_updateTarget: function($node) {
$node._target = {
x: 4 * Math.random() - 2,
y: 4 * Math.random() - 2
};
$node._target = this._normalizePosition($node._target, $node.frame);
},
_normalizePosition: function(p, frame) {
if (p.x < frame.left) {
p.x = frame.left;
}
if (p.x > frame.right) {
p.x = frame.right;
}
if (p.y < frame.top) {
p.y = frame.top;
}
if (p.y > frame.bottom) {
p.y = frame.bottom;
}
},
_distanceSqr: function(p1, p2) {
var dx = p1.x - p2.x;
var dy = p1.y - p2.y;
return dx * dx + dy * dy;
},
$update: ['$node', function($node) {
if (!$node._target) {
this._updateTarget($node);
} else if (this._distanceSqr($node.ng2D, $node._target) < 1) {
this._updateTarget($node);
} else {
var dx = Math.abs($node._target.x - $node.ng2D.x);
var dy = Math.abs($node._target.y - $node.ng2D.y);
if (dx > dy) {
$node.ng2D.x+= $node._target.x > $node.ng2D.x?1:-1;
} else {
$node.ng2D.y+= $node._target.y > $node.ng2D.y?1:-1;
}
}
}]
})
ngModule.$system('ng2DCollisionSystem', {
$require: ['ngCollision', 'ng2D'],
_isLeftCollision: function(p1, p2) {
return false;
},
_isRightCollision: function(p1, p2) {
return false;
},
_isTopCollision: function(p1, p2) {
return false;
},
_isBottomCollision: function(p1, p2) {
return false;
},
$update: ['$nodes', function($nodes) {
for (var j = 0, lj = $nodes.length; j < lj; j++) {
for ( var i = 0, li = $nodes.length; i < li; i++) {
var node1p = $nodes[i].ng2D;
var node2p = $nodes[j].ng2D;
var node1Fixed = $nodes[i].ngCollision.fixed;
var node2Fixed = $nodes[j].ngCollision.fixed;
if (this._isLeftCollision(node1p, node2p)) {
node1Fixed, node2Fixed;
} else if (this._isRightCollision(node1p, node2p)) {
node1Fixed, node2Fixed;
} else if (this._isTopCollision(node1p, node2p)) {
node1Fixed, node2Fixed;
} else if (this._isBottomCollision(node1p, node2p)) {
node1Fixed, node2Fixed;
}
}
}
}]
});
ngModule.$system('ng2DScan', {
$require: ['ng2D', 'ngScan'],
$update : ['$nodes', function($nodes) {
for (var j = 0, lj = $nodes.length; j < lj; j++) {
for ( var i = 0, li = $nodes.length; i < li; i++) {
}
}
}]
})
ngModule.$system('ngControlSystem', {
$require: ['ng2D', 'ngControl'],
_targetElementID: 'game',
_target:null,
_actions: {},
_keyBinding: [],
_keyBind: function(keyId, action) {
this._keyBinding[keyId] = action;
this._actions[action] = false;
},
$added: function() {
this._keyBind(87, 'move-up');
this._keyBind(65, 'move-left');
this._keyBind(83, 'move-down');
this._keyBind(68, 'move-right');
this._target = document.getElementById(this._targetElementID);
var self = this;
this._target.addEventListener('keydown', function(e) {
var action = self._keyBinding[e.keyID];
if (action) {
self._actions[action] = true;
}
});
this._target.addEventListener('keyup', function(e) {
var action = self._keyBinding[e.keyID];
if (action) {
self._actions[action] = false;
}
});
},
_speed: {x:0.0, y:0.0},
_normalize: function(speed) {
},
$update: ['$node', '$time', '$world', function($node, $time, $world) {
var speed = this._speed;
if (this._actions['move-up']) {
speed.y = -1.0;
}
if (this._actions['move-down']) {
speed.y = +1.0;
}
if (this._actions['move-left']) {
speed.x = -1.0;
}
if (this._actions['move-right']) {
speed.x = +1.0;
}
this._normalize(speed);
$node.ng2D.x += speed.x * $time * $world.fps;
$node.ng2D.y += speed.y * $time * $world.fps;
}]
});
ngModule.$system('ngDOMSystem', {
_targetElementID: 'game',
_target: null,
_element: null,
_style: null,
$require: ['ngDOM', 'ng2D'],
$added: function() {
if (this.target === null && this.targetId !== null) {
this.target = document.getElementById(this.targetId);
}
},
$addNode: function($node) {
var element = document.createElement("div");
var style = element.style;
style.position = "absolute";
$node._style = style;
$node._element = element;
this._target.appendChild(element);
},
$removeNode: function($node) {
this._target.removeChild($node._element);
},
$update: ['$node', function($node) {
var style = $node._style;
style.left = $node.ng2D.x + 'px';
style.top = $node.ng2D.y + 'px';
}]
});
Copyrights
Logo by Alena Krevenets (Burenka) http://burenkaz.daportfolio.com/