1.1.2 • Published 2 years ago

fimbrethil v1.1.2

Weekly downloads
2
License
ISC
Repository
github
Last release
2 years ago

fimbrethil

Node.js CI

fimbrethil is a ECS (Entity-Component-System) for javascript written in Typescript with no dependencies.

Components

Components are pure data containers and should not contain any logic. The logic should be put into systems. When adding a component to an entity, all properties can always be set with as an optional parameter which is Partial<Component>.

Behind the scenes Components are stored in groups called Archetypes. There is one archetype for every permutation of component groups. However, A,B,C and C,B,A are the same archetype.

class Transform extends Component {
  x: number = 0;
  y: number = 0;
}
registerComponent(Transform);

class Velocity extends Component {
  x: number = 0;
  y: number = 0;
}
registerComponent(Velocity);

System

Systems are highorder functions, returning the ticker method. There are two kinds of systems. Tickers and Renders.

Tickers

Tickers are designed to run at a fixed interval, such as 30 times per second.

function mover(world: IWorld) {
  const componentTypes = Archetype.create(Transform, Velocity);
  return (timestep: number) => {
    world.query((transform, velocity) => {
      transform.x += velocity.x * timestep;
      transform.y += velocity.y * timestep;
    }, componentTypes);
  };
}
world.add(mover);

Renders

Renders are designed to run freely at the refresh rate of the monitor, for instance, such as 60fps or 144fps. They can also accept a interpolation parameter. Which can be used to interpolate frames if needed. This is optional however.

interface IRenderOptions {
  renderer: Renderer;
};
function renderer(world: IWorld, options: IRenderOptions) {
  const componentTypes = Archetype.create(Transform, Sprite);
  return (deltatime: number, interpolation?: number) => {
    world.query((transform, sprite) => {
      renderer.render(sprite, transform);
    }, componentTypes);
  };
}

// pass an imaginary renderer to the system.
world.addRender(render, {renderer: new Renderer()});

Entities

Entities are just a single number identifyin the entity. They are nothing else. Entities are also used to refer to children or other similar entities which share a relation to an entity.

const id = world.createEntity()
  .with(Transform)
  .with(Velocity, {
    x: 100,
    y: 150
  })
  .build();

entities can also hold child entities child can for instance, inherit position and similar.

const id = world.createEntity()
  .with(Transform)
  .withChild(child => child
    .with(Transform)
    .with(Sound, {file: "boom.wav"})
    .build()
  ).build();

Examples

For further examples, see the example directory.

examples/simple.js - full example with minimum amount of logic.

examples/canvas.html - canvas renderer, spawner system and killer system. Also gravity and mover system that affects position.

1.1.1

2 years ago

1.1.0

2 years ago

1.1.2

2 years ago

1.0.5

4 years ago

1.0.4

4 years ago

1.0.2

4 years ago

1.0.3

4 years ago

1.0.1

4 years ago

1.0.0

4 years ago