NOTE: Work in progress
A mean lean Entity-Component-System library.
TinyECS (ES6) is not a ready-to-go game engine framework, it is a small library of some very performance critical pieces and common utility classes that can be used to make a game from scratch.
Works on the server or the browser (via Browserify):
npm install tiny-ecs-es6
Manage your entities via an EntityManager
instance:
import {EntityManager} from 'tiny-ecs-es6';
let entities = new EntityManager();
Create an entity:
let hero = entities.createEntity();
A component is just a basic Javascript class.
import {Component} from 'tiny-ecs-es6';
class PlayerControlled extends Component
{
constructor() {
super()
this.gamepad = 1;
}
}
class Sprite extends Component
{
constructor() {
super()
this.image = 'hero.png';
}
}
Add the components:
hero.addComponent(Damager).addComponent(Sprite);
We now have new data members on our entity for the components. TinyECS will add an instance member that is the name of the component constructor, lowercased:
hero.playerControlled.gamepad = 2;
hero.sprite.image === 'hero.png'; // true
Add arbitrary text tags to an entity:
hero.addTag('player');
You can also remove components and tags in much the same way:
hero.removeComponent(Sprite);
hero.removeTag('player');
To determine if an entity has a specific component:
if (hero.hasComponent(Transform)) { ... }
And to check if an entity has ALL of a set of components:
if (hero.hasAllComponents([Transform, Sprite])) { ... }
The entity manager is setup with indexed queries, allowing extremely fast querying of the current entities. Querying entities returns an array of entities.
Get all entities that have a specific set of components:
let toDraw = entities.queryComponents([Transform, Sprite]);
Get all entities with a certain tag:
let enemies = entities.queryTag('enemy');
hero.remove();
Any object constructor can be used as a component, nothing special required. Components should be lean, primarily data containers, leaving all the heavy lifting for the systems.
In TinyECS, there is no formal notion of a system. A system is considered any context in which entities and their components are updated. As to how this occurs will vary depending on your use.
In the example of a game, mainting a list of systems that are instantiated with some sort of IoC container that request a list of entities seems like a good idea.
class PhysicsSystem
{
constructor(entities) {
// Dependency inject -- reference to our EntityManager
this.entities = entities;
}
update(dt, time) {
let toUpdate = this.entities.queryComponents([Transform, RigidBody]);
toUpdate.forEach(function(entity) { ... });
...
}
}
The source files are all decorated with JSDoc3-style
annotations that work great with the Tern code inference
system. Combined with the Node plugin (see this project's .tern-project
file), you can have intelligent autocomplete for methods in this library.
Copyright 2014 Brandon Valosek Copyright 2019 Gabriel Max
TinyECS is released under the MIT license.