0.1.3 • Published 6 years ago

nona-core v0.1.3

Weekly downloads
10
License
Apache-2.0
Repository
github
Last release
6 years ago

Nona core

A component-entity-system engine. Can be used for games and more!

Basic Usage

import Engine from 'nona-core';

// Create a new Game instance
const engine = new Engine({
  renderer: ({
    // Entities and component data
  }) => {
    // Do some rendering here
  },
  update: ({
    // Entities and component data
  }) => {
    // Modify entity-component data here
  },
});

// Add components
engine.createComponent({
  name: 'Transform',
  description: 'Track entity position',
  state: {
    x: 0,
    y: 0,
  },
});

// Create an entity
const carla = engine.addEntity('Carla');
// Add a component to an entity
engine.addComponentToEntity('Transform', carla);
// Start your engine
engine.startGame();

API

new Engine()

Takes arguments as an object with keys:

KeyTypeDefault ValueDescription
rendererFunctionnullA function that should be used to draw your entities
updateFunctionnullCalled before renderer. Do your logic to update entity data here.
init optionalFunctionnullIf provided, called once when the engine first starts
components optionalArray[]An array of component configs. Useful for loading in components from another project into yours.
assemblages optionalArray[]An array of assemblage configs. Useful for loading in assemblages from another project into yours.
engine.startGame()

Starts the engine, calling init() and the starting the main update/render loop.

engine.stopGame()

Stops the main update/render loop.

engine.addEntity(label , assemblage)

Takes a string label and an optional string assemblageId, and returns an entityId. If the assemblage exists, adds it to the newly created entity. Returns the id of the new entity.

engine.createComponent({ name, description, state })

Takes a config object with a required string name (used for referencing this component), optional string description, and optional object state. State isn't required because you could use a component as a form of tagging related entities.

engine.addComponentToEntity(componentName, entityId)

Takes a string component name and string entity id and adds that component to the entity.

engine.removeComponentFromEntity(componentName, entityId)

Takes a string component name and string entity id and removes that component from the entity.

engine.deleteComponent(componentName)

Takes a string component name and deletes it form this instance of engine. It also removes it from all entities.

engine.deleteEntity(entityId)

Takes a string entity id and removes that entity from this instance of engine.

engine.addAssemblage({ components, label, description })

Takes a config object with keys string label, Set{string} components, and optionally a string description. Returns the id of the newly created assemblage. Each of the strings in components should be the name of a component that already exists in engine.

engine.getAssemblageByLabel(label)

Takes a string label and returns the id of the assemblage that matches.

renderer: (data) => {}

A function that receives:

data === {
  assemblages = {}, // { [assemblageId]: { label: '', description: '', components: Set{<componentId>} } }
  assemblageEntities = {}, // { [assemblageId]: <entityId>] }
  entityAssemblages = {}, // { [entityId]: <assemblageId>] }
  components = {}, // { [componentId]: { name: '', 'description: '', state: {} } }
  entities = {}, // { [entityId]: '' <label> }
  entityComponents = {}, // { [entityId]:  { [<componentId>]: <componentDataId> } }
  componentEntities = {}, // { [componentId]: Set{<entityId>} }
  componentData = {}, // { [componentDataId]: {} }
}

as its argument. You should do all of your drawing here.

update: (data) => {}

A function that receives:

data === {
  assemblages = {}, // { [assemblageId]: { label: '', description: '', components: Set{<componentId>} } }
  assemblageEntities = {}, // { [assemblageId]: <entityId>] }
  entityAssemblages = {}, // { [entityId]: <assemblageId>] }
  components = {}, // { [componentId]: { name: '', 'description: '', state: {} } }
  entities = {}, // { [entityId]: '' <label> }
  entityComponents = {}, // { [entityId]:  { [<componentId>]: <componentDataId> } }
  componentEntities = {}, // { [componentId]: Set{<entityId>} }
  componentData = {}, // { [componentDataId]: {} }
  deltaTime, // The amount of time in milliseconds since the last time `update` was called
  elapsedTime, // The amount of time in milliseconds since the `update` was first called
}

Author: Wolfgang Schuster