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Simple entity component system (ECS) engine for JavaScript

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THIS LIBRARY IS CURRENTLY IN ACTIVE DEVELOPMENET, THINGS WILL SIGNIFICANTLY CHANGE IN NEAREST FUTURE!

ecsengine

Simple Entity-Component-System (ECS) engine for JavaScript written in TypeScript.

Install

npm install ecsengine --save

Usage

  1. Create an instance of engine
import { Engine } from 'ecsengine'
const engine = new Engine()
  1. Define your components. The components are just to store data. It does not have to contain any logic. According to ECS paradigm - you store all your logic in System's code.
class PositionComponent extends Component{
  x: number = 0
  y: number = 0
  z: number = 0
}

class PhysicComponent extends Component{}

Component may be an empty class - just to point that entity with that component have some behavior.

  1. Define component group for system. Each system interested in work with entity that have some set of components.
class PhysicComponentGroup{
  position: PositionComponent = new PositionComponent()
  physic: PhysicComponent = new PhysicComponent()
}
  1. Define system and describe your logic there:
@componentsGroup(PhysicComponent)
class PhysicSystem extends System<PhysicComponentGroup>{
  execute(content: PhysicComponentGroup){
    content.position.x -= 9.8
  }
}

Also note that this code use decorators so you must have "experimentalDecorators": true, in your tsconfig.json

  1. Define class for your entity:
class GameObject extends Entity{
  constructor(){
    super()
    this.add(PhysicComponent, {})
    this.add(PositionComponent, {})
  }
}
  1. Add system and entity to engine and run it:
const gameObject = new GameObject()
engine.addSystem(PhysicSystem)
engine.addEntity(gameObject)

setInterval(()=>{
  engine.update()
  console.log(gameObject.components.get(PositionComponent))
}, 100)

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