Ecstatic is a straightforward Javascript implementation of the ECS pattern commonly found in the games.
Lots more info on the Documentation Site
$ npm install @brochington/estatic
Ecstatic is:
- Fast! Some fancy indexing occurs when an entity is created to make sure that systems iterate over entities very efficiently.
- Simple!
- Class definitions (
class MyClass { ... }
) are used to key off of for things like Sytem registration and component querying. This greatly helps to reduce the amount typing. - Component classes need not inherit from any base Component class.
- Class definitions (
- Type Safe! Typescript is not required, but if you do use it, then you can enjoy autocomplete throughout.
import {
World,
createSystem,
SystemFuncArgs,
Entity
} from '@brochington/ecstatic';
/*
Components are just a regular ol' class!
No need to inherit or extend another class.
*/
class AwesomeComponent {
count = 0;
}
class UnusedComponent {}
/*
This type lets Ecstatic know the available component types.
Unneeded if you are using vanilla JS.
*/
type Components = AwesomeComponent | UnusedComponent
/*
Create an instance of the world, which contains all ECS state,
including all entities and components. Also has some methods
to help in interacting with these as well.
*/
const world = new World<Components>();
/* Create a system */
world.addSystem(
/*
Note that you pass in the Component Class definition here.
No need to use other keys such as strings.
*/
[AwesomeComponent],
(args: SystemFuncArgs<Components>): void => {
const { components } = args;
/*
Ecstatic offers a number of ways to query for entities and components.
Great care has been taken to maintain type completion in Typescript.
*/
const comp = components.get(AwesomeComponent);
comp.count += 1;
},
`AwesomeSystem` // Add an optional name if passing an anonymous function.
);
/* Create a component instance */
const awesomeComponent = new AwesomeComponent();
/* Create entity instance */
const awesomeEntity = new Entity<Components>(world)
/* Add a component to the entity */
awesomeEntity.add(awesomeComponent);
/* Run system */
world.systems.run();
/* find entities by component, which is this case is the same instance as awesomeEntity above. */
const stillAwesomeEntity = world.locate([AwesomeComponent]);
/* Get Component instance attached to entity */
const awesomeComp = stillAwesomeEntity.get(AwesomeComponent);
/* Count is updated! */
expect(awesomeComp.count).to.equal(1);
Create an issue, but be kind :)