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gg-entities

easy-to-use Entity-Component System in JavaScript


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Maintainers
1
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GG-Entities

easy-to-use Entity-Component System for browsers and Node.js

Usage

import { EntityManager } from 'gg-entities'

const entityManager = new EntityManager()

// 1. Register Components

const pos = entityManager.registerComponent('position', {
    x : 10.0,
    y : 10.0
})

const vel = entityManager.registerComponent('velocity', 2.0)

// 2. Register Systems

function movementSystem(entities, { delta }) {
    for (const {entity} of entities) {
        entity[pos].x += entity[vel] * delta
    }
}

entityManager.registerLogicSystem([ pos, vel ], movementSystem)

function logSystem(entities) {
    for (const {entity} of entities) {
        console.log(entity[pos].x, entity[pos].y)
    }
}

entityManager.registerRenderSystem([ pos ], logSystem)

// 3. Add an entity

entityManager
    .build()
    .withComponent(pos)
    .withComponent(vel)
    .create(1)

// 4. Run the systems

entityManager.onLogic({ delta: 16 })  // invokes all logic systems (movementSystem)
entityManager.onRender({ delta: 16 }) // invokes all render systems (logSystem)

Features

  • Easy to use
  • Configurable
  • 100% code coverage
  • Fast [TODO: add benchmarks and comparisons to back this claim]

Examples

  • boxes
  • options

Docs

http://ggalansmithee.github.io/Entities/

Typings

There are no official typings (yet), but @ForsakenHarmony has provided a gist for TypeScript users.

FAQ / Gotchas

  • Since a system is bound with the EntityManager as its context, a system must be a regular function (not an es6 arrow function)

Tips and tricks

Accessing an entity's components in a system usually looks like this

function movementSystem(entities) {
    for (const { entity } of entities) {
        entity[POS_COMPONENT].x += entity[VEL_COMPONENT].x * delta
        entity[POS_COMPONENT].y += entity[VEL_COMPONENT].y * delta
    }
}

which can be a bit ugly, especially if your entity has a lot of components which are accessed multiple times. Using some ES6 (computed property keys) and ES7 (object spread) magic, we can make it a bit more concise:

function movementSystem(entities) {
    for (const { entity: { [POS_COMPONENT]: pos, [VEL_COMPONENT]: vel } } of entities) {
        pos.x += vel.x * delta
        pos.y += vel.y * delta
    }
}

Get involved

  • Got questions or want to leave feedback? create an issue

  • Got improvements? Feel free to send a PR to the dev branch (don't forget to add tests)

    1. npm run build builds the project
    2. npm run test runs the test suite

Keywords

FAQs

Package last updated on 13 Sep 2018

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