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  • License MIT

Systems for arancini

Package Exports

  • @arancini/systems
  • @arancini/systems/dist/index.es.js

This package does not declare an exports field, so the exports above have been automatically detected and optimized by JSPM instead. If any package subpath is missing, it is recommended to post an issue to the original package (@arancini/systems) to support the "exports" field. If that is not possible, create a JSPM override to customize the exports field for this package.

Readme

@arancini/systems

Systems helpers for arancini.

Installation

@arancini/systems can either be used via the umbrella package arancini, or installed separately.

> npm install @arancini/systems

Introduction

In arancini/systems, systems are classes that extend System. Systems are added to an Executor, and are updated when calling executor.update().

import { World } from "arancini";
import { Executor, System } from "arancini/systems";

type Entity = {
  position?: { x: number; y: number };
  velocity?: { x: number; y: number };
};

// Create a World
const world = new World<Entity>();

// Create an Executor
const executor = new Executor(world);

// Define a System
class MovementSystem extends System<Entity> {
  moving = this.query((e) => e.has("position", "velocity"));

  onUpdate(delta: number, time: number) {
    for (const entity of this.moving) {
      const position = entity.get("position");
      const velocity = entity.get("velocity");

      position.x += velocity.x;
      position.y += velocity.y;
    }
  }

  onInit() {
    // Called when the Executor is initialised, or when the system is added to an already initialised Executor
  }

  onDestroy() {
    // Called when the Executor is destroyed, or the system is removed
  }
}

// Add the system to the executor
executor.add(MovementSystem);

// Initialise the executor
executor.init();

// Update all systems, optionally passing a delta time
executor.update(1 / 60);

// Destroy the executor
executor.destroy();

System priority

Systems can be added with a priority. The order systems run in is first determined by priority, then by the order systems were added.

executor.add(MovementSystem, { priority: 10 });

Required system queries

If a system should only run when a query has results, you can mark the query as required. Then, onUpdate will only be called if the query has at least one result.

Note: onInit and onDestroy will be called regardless of whether required queries have results.

class ExampleSystem extends System<Entity> {
  requiredQuery = this.query((e) => e.has("position"), { required: true });

  onUpdate() {
    // we can safely assume that the query has at least one result
    const { x, y } = this.requiredQuery.first;
  }
}

Singleton Queries

The this.singleton utility method creates a query for a single component, and sets the property to the given component on the first matching entity.

class CameraRigSystem extends System<Entity> {
  camera = this.singleton("camera", { required: true });

  onUpdate() {
    console.log(camera);
  }
}

Note: Singleton components must be defined on a top-level property of the system. The property must not be a ES2022 private field (prefixed with #).

Attaching systems to other systems

Systems can be attached to other systems with this.attach. This is useful for sharing logic or system state that doesn't belong in a component.

class ExampleSystem extends System<Entity> {
  otherSystem = this.attach(OtherSystem);

  onInit() {
    this.otherSystem.foo();
  }
}