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ECSY (pronounced as "eck-see") is an highly experimental Entity Component System framework implemented in javascript, aiming to be lightweight, easy to use and with good performance.
For detailed information on the architecture and API please visit the documentation page
world
instanceNot
operator: https://ecsy.io/examples/factoryInstalling the package via npm
:
npm install --save ecsy
<!DOCTYPE html>
<html lang="en">
<head>
<title>Hello!</title>
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1">
<style>
html, body: {
margin: 0;
padding: 0;
}
</style>
<script type="module">
import { World, System, TagComponent } from "https://ecsy.io/build/ecsy.module.js";
const NUM_ELEMENTS = 50;
const SPEED_MULTIPLIER = 0.3;
const SHAPE_SIZE = 50;
const SHAPE_HALF_SIZE = SHAPE_SIZE / 2;
// Initialize canvas
let canvas = document.querySelector("canvas");
let canvasWidth = canvas.width = window.innerWidth;
let canvasHeight = canvas.height = window.innerHeight;
let ctx = canvas.getContext("2d");
//----------------------
// Components
//----------------------
// Velocity component
class Velocity {
constructor() {
this.x = this.y = 0;
}
}
// Position component
class Position {
constructor() {
this.x = this.y = 0;
}
}
// Shape component
class Shape {
constructor() {
this.primitive = 'box';
}
}
// Renderable component
class Renderable extends TagComponent {}
//----------------------
// Systems
//----------------------
// MovableSystem
class MovableSystem extends System {
// This method will get called on every frame by default
execute(delta, time) {
// Iterate through all the entities on the query
this.queries.moving.results.forEach(entity => {
var velocity = entity.getComponent(Velocity);
var position = entity.getMutableComponent(Position);
position.x += velocity.x * delta;
position.y += velocity.y * delta;
if (position.x > canvasWidth + SHAPE_HALF_SIZE) position.x = - SHAPE_HALF_SIZE;
if (position.x < - SHAPE_HALF_SIZE) position.x = canvasWidth + SHAPE_HALF_SIZE;
if (position.y > canvasHeight + SHAPE_HALF_SIZE) position.y = - SHAPE_HALF_SIZE;
if (position.y < - SHAPE_HALF_SIZE) position.y = canvasHeight + SHAPE_HALF_SIZE;
});
}
}
// Define a query of entities that have "Velocity" and "Position" components
MovableSystem.queries = {
moving: {
components: [Velocity, Position]
}
}
// RendererSystem
class RendererSystem extends System {
// This method will get called on every frame by default
execute(delta, time) {
ctx.fillStyle = "#d4d4d4";
ctx.fillRect(0, 0, canvasWidth, canvasHeight);
// Iterate through all the entities on the query
this.queries.renderables.results.forEach(entity => {
var shape = entity.getComponent(Shape);
var position = entity.getComponent(Position);
if (shape.primitive === 'box') {
this.drawBox(position);
} else {
this.drawCircle(position);
}
});
}
drawCircle(position) {
ctx.beginPath();
ctx.arc(position.x, position.y, SHAPE_HALF_SIZE, 0, 2 * Math.PI, false);
ctx.fillStyle= "#39c495";
ctx.fill();
ctx.lineWidth = 2;
ctx.strokeStyle = "#0b845b";
ctx.stroke();
}
drawBox(position) {
ctx.beginPath();
ctx.rect(position.x - SHAPE_HALF_SIZE, position.y - SHAPE_HALF_SIZE, SHAPE_SIZE, SHAPE_SIZE);
ctx.fillStyle= "#e2736e";
ctx.fill();
ctx.lineWidth = 2;
ctx.strokeStyle = "#b74843";
ctx.stroke();
}
}
// Define a query of entities that have "Renderable" and "Shape" components
RendererSystem.queries = {
renderables: { components: [Renderable, Shape] }
}
// Create world and register the systems on it
var world = new World();
world
.registerSystem(MovableSystem)
.registerSystem(RendererSystem);
// Some helper functions when creating the components
function getRandomVelocity() {
return {
x: SPEED_MULTIPLIER * (2 * Math.random() - 1),
y: SPEED_MULTIPLIER * (2 * Math.random() - 1)
};
}
function getRandomPosition() {
return {
x: Math.random() * canvasWidth,
y: Math.random() * canvasHeight
};
}
function getRandomShape() {
return {
primitive: Math.random() >= 0.5 ? 'circle' : 'box'
};
}
for (let i = 0; i < NUM_ELEMENTS; i++) {
world
.createEntity()
.addComponent(Velocity, getRandomVelocity())
.addComponent(Shape, getRandomShape())
.addComponent(Position, getRandomPosition())
.addComponent(Renderable)
}
// Run!
function run() {
// Compute delta and elapsed time
var time = performance.now();
var delta = time - lastTime;
// Run all the systems
world.execute(delta, time);
lastTime = time;
requestAnimationFrame(run);
}
var lastTime = performance.now();
run();
</script>
</head>
<body>
<canvas width="500" height="500"></canvas>
</body>
</html>
You can also include the hosted javascript directly on your HTML:
<!-- Using UMD (It will expose a global ECSY namespace) -->
<script src="https://ecsy.io/build/ecsy.js"></script>
<!-- Using ES6 modules -->
<script src="https://ecsy.io/build/ecsy.module.js"></script>
FAQs
Entity Component System in JS
The npm package ecsy receives a total of 212 weekly downloads. As such, ecsy popularity was classified as not popular.
We found that ecsy demonstrated a not healthy version release cadence and project activity because the last version was released a year ago. It has 2 open source maintainers collaborating on the project.
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