@awesome-ecs/abstract 0.5.4 → 0.7.0

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Files changed (38) hide show
  1. package/LICENSE.md +201 -201
  2. package/README.md +99 -99
  3. package/dist/components/component.d.ts +17 -17
  4. package/dist/components/component.js +2 -2
  5. package/dist/components/identity-component.d.ts +19 -19
  6. package/dist/components/identity-component.js +7 -7
  7. package/dist/entities/entity-events.d.ts +37 -37
  8. package/dist/entities/entity-events.js +2 -2
  9. package/dist/entities/entity-proxy.d.ts +14 -14
  10. package/dist/entities/entity-proxy.js +2 -2
  11. package/dist/entities/entity-queue.d.ts +30 -30
  12. package/dist/entities/entity-queue.js +11 -11
  13. package/dist/entities/entity-repository.d.ts +24 -23
  14. package/dist/entities/entity-repository.js +2 -2
  15. package/dist/entities/entity-scheduler.d.ts +11 -11
  16. package/dist/entities/entity-scheduler.js +2 -2
  17. package/dist/entities/entity.d.ts +17 -17
  18. package/dist/entities/entity.js +2 -2
  19. package/dist/index.d.ts +16 -16
  20. package/dist/index.js +32 -32
  21. package/dist/pipelines/middleware.d.ts +26 -26
  22. package/dist/pipelines/middleware.js +2 -2
  23. package/dist/pipelines/pipeline.d.ts +27 -18
  24. package/dist/pipelines/pipeline.js +8 -2
  25. package/dist/pipelines/pipeline.js.map +1 -1
  26. package/dist/systems/system-middleware.d.ts +8 -8
  27. package/dist/systems/system-middleware.js +2 -2
  28. package/dist/systems/system-pipeline-context.d.ts +39 -39
  29. package/dist/systems/system-pipeline-context.js +2 -2
  30. package/dist/systems/system-pipeline-type.d.ts +6 -6
  31. package/dist/systems/system-pipeline-type.js +10 -10
  32. package/dist/systems/systems-module.d.ts +25 -21
  33. package/dist/systems/systems-module.js +2 -2
  34. package/dist/systems/systems-runtime.d.ts +26 -26
  35. package/dist/systems/systems-runtime.js +2 -2
  36. package/dist/utils/performance-timer.d.ts +11 -10
  37. package/dist/utils/performance-timer.js +2 -2
  38. package/package.json +2 -2
package/LICENSE.md CHANGED
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package/README.md CHANGED
@@ -1,99 +1,99 @@
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- # Awesome ECS (Entity-Component-System)
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-
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- ## What is it?
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-
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- The Entity-Component-System is a well-known Architecture type used for responsive, complex applications, not only restricted to the Web.
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- It's mostly associated with Game Engines, because of it's way of segregating Behavior from State, and allowing fine-control of the Runtime.
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-
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- ## Building blocks
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-
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- ### Entities
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-
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- Entities are really just collections of Components.
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-
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- In this Awesome ECS Architecture implementation, an Entity is built of:
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-
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- - one or more Components
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- - proxies to other Entities
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-
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- Entity changes can triggered from outside systems (e.g. UI events, data from backend, a Redux Store change), or on ran a Schedule (e.g. Engine Loop).
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-
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- ### Components
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-
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- Components are data-holders. They are instantiated for each Entity, and hold the state for the Entity.
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- An Entity can have many different types of Components, based on what the Entity State is.
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-
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- Components should not contain any behavior, only keep data (e.g. Plain-Objects).
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-
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- ### Systems
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-
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- Systems are behaviors of the ECS Architecture. They receive an Entity as input, and run Behaviors, altering the data contained in the Entity's Components.
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- Systems are usually Entity-specific, but they can be shared (e.g. Two Entities having the same Component Type, can in fact, share a System's Behavior).
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-
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- ## Awesome ECS Architecture
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-
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- ### Pipeline
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-
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- The Pipelines are at the heart of the Easy ECS Architecture implementation, and it's a way of declaring which Systems are run as part of the Runtime Loop.
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-
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- ### Middleware
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-
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- The Middleware is the Unit-of-Work implementation of a System, and allows for a System to achieve Single-Responsibility (part of SOLID principles.).
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-
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- A Middleware has 3 methods:
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- - `shouldRun: boolean` -> specifies whether the current System should run it's `action` method, to introduce State changes on the Entity's Components
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- - `action: void` -> the System implementation that allows for altering Entity Component state, can use Entity Proxies, or Schedule updates for itself or other Entities
46
- - `cleanup: void` -> the System implementation method that gets called when the Entity Model Change Type is Removed. It handles the disposal of any internal objects the System might have instantiated
47
-
48
- Each Middleware method will receive a `context: SystemPipelineContext<TEntity>`, which contains the current Entity state, as well as the Entity Model Change, and any Entity changes Scheduled for Dispatch at the end of the current Tick
49
-
50
- ## Entity Changes
51
-
52
- Each Entity has a mandatory Identity Component. This Identity Component will hold the current Entity Model, and it's Entity Unique Identifier.
53
- Model changes will prompt an Entity to introduce itself on a Entity Change Queue, to be processed on the next Tick by the Runtime.
54
-
55
- ### The Runtime
56
-
57
- The Awesome ECS Architecture implementation Runtime is structured in Loops of Ticks.
58
-
59
- Each Tick has an allocated time for running, and will process Entity Changes during that Tick.
60
- If there is more time left in the current Loop, and the Entity Change Queue is not empty, the next Entity Change in the Entity Change Queue, will be processed.
61
-
62
- ### The Ticks
63
-
64
- Each Tick will receive as an input an Entity Model Change, which will contain: the Current Model, the Previous Model (if available), and the Change Type (Added, Updated or Removed).
65
-
66
- Based on the Change Type and Model, the Entity Identifier is being searched.
67
- Based on the found Entity Identifier and Change Type, The Runtime instantiates the System Pipeline associated with that change.
68
-
69
- ## Runtime Stages
70
-
71
- The Runtime has a few Stages, that will run in this order:
72
-
73
- - Initializer Systems
74
- - Updater Systems
75
- - Renderer Systems
76
- - (Dispatcher) Systems
77
-
78
- Each Stage is a System Pipeline, which will run it's associated System Middlewares, in the order they were registered in.
79
-
80
- ### Generator Systems
81
-
82
- The Generator Systems will be ran once per Entity, when the Model Change Type is Added.
83
- All the Middlewares registered for this stage will contribute to enrich the Entity Components with bootstrap data.
84
-
85
- ### Updater Systems
86
-
87
- The Updater Systems will be ran on each Model Change, and it's the main way of altering the Entity's Components state.
88
-
89
- ### Render Systems
90
-
91
- The Render Systems will make sure to update the underlying Render system with the Entity's `RenderingComponent` state. It's useful as an abstraction layer to lower-lever Rendering (e.g. a Game Engine, WebGL, Canvas)
92
-
93
- The Render Systems can be skipped from the Runtime, if needed. That can be useful to simulate the same Runtime in a non-rendered system, like the Backend.
94
-
95
- ### (Dispatch) Systems
96
-
97
- The Dispatch Systems are built-in Systems in the Awesome ECS, and will take care of Dispatching Actions, Scheduling Entity updates, or synchronizing the Entity Repository with the latest Entity State in the current Context.
98
-
99
- The Dispatch Systems, as well as any other Runtime Stage, can be extended as needed by registering more System Middlewares in the Stage Pipeline.
1
+ # Awesome ECS (Entity-Component-System)
2
+
3
+ ## What is it?
4
+
5
+ The Entity-Component-System is a well-known Architecture type used for responsive, complex applications, not only restricted to the Web.
6
+ It's mostly associated with Game Engines, because of it's way of segregating Behavior from State, and allowing fine-control of the Runtime.
7
+
8
+ ## Building blocks
9
+
10
+ ### Entities
11
+
12
+ Entities are really just collections of Components.
13
+
14
+ In this Awesome ECS Architecture implementation, an Entity is built of:
15
+
16
+ - one or more Components
17
+ - proxies to other Entities
18
+
19
+ Entity changes can triggered from outside systems (e.g. UI events, data from backend, a Redux Store change), or on ran a Schedule (e.g. Engine Loop).
20
+
21
+ ### Components
22
+
23
+ Components are data-holders. They are instantiated for each Entity, and hold the state for the Entity.
24
+ An Entity can have many different types of Components, based on what the Entity State is.
25
+
26
+ Components should not contain any behavior, only keep data (e.g. Plain-Objects).
27
+
28
+ ### Systems
29
+
30
+ Systems are behaviors of the ECS Architecture. They receive an Entity as input, and run Behaviors, altering the data contained in the Entity's Components.
31
+ Systems are usually Entity-specific, but they can be shared (e.g. Two Entities having the same Component Type, can in fact, share a System's Behavior).
32
+
33
+ ## Awesome ECS Architecture
34
+
35
+ ### Pipeline
36
+
37
+ The Pipelines are at the heart of the Easy ECS Architecture implementation, and it's a way of declaring which Systems are run as part of the Runtime Loop.
38
+
39
+ ### Middleware
40
+
41
+ The Middleware is the Unit-of-Work implementation of a System, and allows for a System to achieve Single-Responsibility (part of SOLID principles.).
42
+
43
+ A Middleware has 3 methods:
44
+ - `shouldRun: boolean` -> specifies whether the current System should run it's `action` method, to introduce State changes on the Entity's Components
45
+ - `action: void` -> the System implementation that allows for altering Entity Component state, can use Entity Proxies, or Schedule updates for itself or other Entities
46
+ - `cleanup: void` -> the System implementation method that gets called when the Entity Model Change Type is Removed. It handles the disposal of any internal objects the System might have instantiated
47
+
48
+ Each Middleware method will receive a `context: SystemPipelineContext<TEntity>`, which contains the current Entity state, as well as the Entity Model Change, and any Entity changes Scheduled for Dispatch at the end of the current Tick
49
+
50
+ ## Entity Changes
51
+
52
+ Each Entity has a mandatory Identity Component. This Identity Component will hold the current Entity Model, and it's Entity Unique Identifier.
53
+ Model changes will prompt an Entity to introduce itself on a Entity Change Queue, to be processed on the next Tick by the Runtime.
54
+
55
+ ### The Runtime
56
+
57
+ The Awesome ECS Architecture implementation Runtime is structured in Loops of Ticks.
58
+
59
+ Each Tick has an allocated time for running, and will process Entity Changes during that Tick.
60
+ If there is more time left in the current Loop, and the Entity Change Queue is not empty, the next Entity Change in the Entity Change Queue, will be processed.
61
+
62
+ ### The Ticks
63
+
64
+ Each Tick will receive as an input an Entity Model Change, which will contain: the Current Model, the Previous Model (if available), and the Change Type (Added, Updated or Removed).
65
+
66
+ Based on the Change Type and Model, the Entity Identifier is being searched.
67
+ Based on the found Entity Identifier and Change Type, The Runtime instantiates the System Pipeline associated with that change.
68
+
69
+ ## Runtime Stages
70
+
71
+ The Runtime has a few Stages, that will run in this order:
72
+
73
+ - Initializer Systems
74
+ - Updater Systems
75
+ - Renderer Systems
76
+ - (Dispatcher) Systems
77
+
78
+ Each Stage is a System Pipeline, which will run it's associated System Middlewares, in the order they were registered in.
79
+
80
+ ### Generator Systems
81
+
82
+ The Generator Systems will be ran once per Entity, when the Model Change Type is Added.
83
+ All the Middlewares registered for this stage will contribute to enrich the Entity Components with bootstrap data.
84
+
85
+ ### Updater Systems
86
+
87
+ The Updater Systems will be ran on each Model Change, and it's the main way of altering the Entity's Components state.
88
+
89
+ ### Render Systems
90
+
91
+ The Render Systems will make sure to update the underlying Render system with the Entity's `RenderingComponent` state. It's useful as an abstraction layer to lower-lever Rendering (e.g. a Game Engine, WebGL, Canvas)
92
+
93
+ The Render Systems can be skipped from the Runtime, if needed. That can be useful to simulate the same Runtime in a non-rendered system, like the Backend.
94
+
95
+ ### (Dispatch) Systems
96
+
97
+ The Dispatch Systems are built-in Systems in the Awesome ECS, and will take care of Dispatching Actions, Scheduling Entity updates, or synchronizing the Entity Repository with the latest Entity State in the current Context.
98
+
99
+ The Dispatch Systems, as well as any other Runtime Stage, can be extended as needed by registering more System Middlewares in the Stage Pipeline.
@@ -1,17 +1,17 @@
1
- export declare type ComponentTypeUid = string | number;
2
- /**
3
- * The Component provides the main storage mechanism of Entity state, and can be accessed and modified by Systems.
4
- */
5
- export interface IComponent {
6
- /**
7
- * The ComponentType is an Unique identifier for each Component type.
8
- *
9
- * It's possible to have multiple instances of the same Component type across different Entities,
10
- * but only one Component type can exist on one Entity.
11
- */
12
- readonly componentType: ComponentTypeUid;
13
- /**
14
- * The serialization mechanism of this Component, when used to transfer it into a Snapshot, or used for logging the Component stored state.
15
- */
16
- toJSON?(): string | object;
17
- }
1
+ export declare type ComponentTypeUid = string | number;
2
+ /**
3
+ * The Component provides the main storage mechanism of Entity state, and can be accessed and modified by Systems.
4
+ */
5
+ export interface IComponent {
6
+ /**
7
+ * The ComponentType is an Unique identifier for each Component type.
8
+ *
9
+ * It's possible to have multiple instances of the same Component type across different Entities,
10
+ * but only one Component type can exist on one Entity.
11
+ */
12
+ readonly componentType: ComponentTypeUid;
13
+ /**
14
+ * The serialization mechanism of this Component, when used to transfer it into a Snapshot, or used for logging the Component stored state.
15
+ */
16
+ toJSON?(): string | object;
17
+ }