mani-game-engine 1.0.0-pre.58 → 1.0.0-pre.59

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -44,8 +44,9 @@ export declare class GameEngine {
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  private readonly onAddEntitySet;
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  private readonly onRemoveEntitySet;
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  private readonly entitySystemMap;
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- private readonly serviceClasses;
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+ private readonly registeredServices;
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  private readonly services;
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+ private readonly systemChildInjectors;
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  private framePromise;
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  private resolveFrame;
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  private addQueue;
@@ -60,7 +61,8 @@ export declare class GameEngine {
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  constructor(injector: EcsInjector<Class<System>>, clock: Clock);
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  static createDefault(options?: GameEngineOptions): GameEngine;
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  static createDefaultWithInjector(injector: EcsInjector<Class<System>>, options?: GameEngineOptions): GameEngine;
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- addService(service: Service): void;
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+ addServiceClass(serviceClass: Class<Service>, mapping?: (injector: EcsInjector) => void): Service;
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+ private addService;
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  removeService(service: Service): void;
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  installPlugins(plugins: GameEnginePlugin[]): void;
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  registerSystem(systemClass: Class<System>): void;
package/lib/gameEngine.js CHANGED
@@ -32,8 +32,9 @@ class GameEngine {
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  this.onAddEntitySet = new Set();
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  this.onRemoveEntitySet = new Set();
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  this.entitySystemMap = new Map();
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- this.serviceClasses = new Set();
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+ this.registeredServices = new Set();
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  this.services = [];
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+ this.systemChildInjectors = new Map();
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  this.resolveFrame = () => undefined;
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  this.addQueue = [];
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  this.removeQueue = [];
@@ -81,6 +82,20 @@ class GameEngine {
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  engine.installPlugins(opts.plugins);
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  return engine;
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  }
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+ addServiceClass(serviceClass, mapping) {
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+ let childInjector;
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+ if (mapping) {
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+ childInjector = this.injector.createChild();
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+ mapping(childInjector);
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+ }
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+ this.mapStaticAnnotatedSignals(serviceClass);
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+ const service = (childInjector === null || childInjector === void 0 ? void 0 : childInjector.get(serviceClass)) || this.injector.get(serviceClass);
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+ this.addService(service);
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+ if (childInjector) {
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+ this.systemChildInjectors.set(service, childInjector);
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+ }
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+ return service;
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+ }
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  addService(service) {
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  this.mapAnnotatedSignals(service);
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  service.onStart && service.onStart();
@@ -115,6 +130,11 @@ class GameEngine {
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  service.onAddEntity && this.onAddEntitySet.delete(service);
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  service.onRemoveEntity && this.onRemoveEntitySet.delete(service);
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  service.onEnd && service.onEnd();
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+ const childInjector = this.systemChildInjectors.get(service);
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+ if (childInjector) {
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+ childInjector.dispose();
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+ this.systemChildInjectors.delete(service);
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+ }
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  }
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  installPlugins(plugins) {
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  plugins.forEach(plugin => {
@@ -135,14 +155,14 @@ class GameEngine {
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  if (this._started)
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  throw new Error('Register Services before engine is started');
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  this.injector.map(serviceClass).toSingleton();
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- this.serviceClasses.add(serviceClass);
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+ this.registeredServices.add(serviceClass);
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  }
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  getService(serviceClass) {
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  return this.injector.get(serviceClass);
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  }
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  start() {
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  this._started = true;
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- for (const serviceClass of this.serviceClasses) {
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+ for (const serviceClass of this.registeredServices) {
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  const service = this.injector.get(serviceClass);
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  this.addService(service);
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  }
@@ -1 +1 @@
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- 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1
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package/package.json CHANGED
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "name": "mani-game-engine",
3
3
  "author": "Jan Mankopf",
4
- "version": "1.0.0-pre.58",
4
+ "version": "1.0.0-pre.59",
5
5
  "description": "entity component system game engine for typescript",
6
6
  "private": false,
7
7
  "scripts": {
package/src/gameEngine.ts CHANGED
@@ -10,15 +10,15 @@ type AddEntry = [Entity, () => void];
10
10
  type RemoveEntry = [Entity, () => void];
11
11
 
12
12
  const defaultOptions = {
13
- fixedDeltaTime: 1 / 60,
14
- plugins: [] as GameEnginePlugin[],
13
+ fixedDeltaTime: 1 / 60,
14
+ plugins: [] as GameEnginePlugin[],
15
15
  };
16
16
 
17
17
  export type GameEngineOptions = Partial<typeof defaultOptions>;
18
18
  declare global {
19
- interface GameEngineActions {
20
- 'testAction': string;
21
- }
19
+ interface GameEngineActions {
20
+ 'testAction': string;
21
+ }
22
22
  }
23
23
 
24
24
  type GameEngineActionParams<K extends keyof GameEngineActions> = GameEngineActions[K];
@@ -26,455 +26,479 @@ type GameAction<K extends keyof GameEngineActions> = (engine: GameEngine, params
26
26
 
27
27
  let id = 0;
28
28
  export class GameEngine {
29
- readonly id = id++;
30
- readonly onPrepare: Signal;
31
- readonly onStart: Signal;
32
- readonly onEnd: Signal;
33
- readonly onRender: Signal<OnUpdateParams>;
34
- readonly onUpdate: Signal<OnUpdateParams>;
35
- readonly onFixedUpdate: Signal<OnFixedUpdateParams>;
36
- readonly onPrePhysicsUpdate: Signal<OnFixedUpdateParams>;
37
- readonly onPhysicsUpdate: Signal<OnFixedUpdateParams>;
38
- readonly onPostPhysicsUpdate: Signal<OnFixedUpdateParams>;
39
- readonly onLateFixedUpdate: Signal<OnFixedUpdateParams>;
40
- readonly onLateUpdate: Signal<OnUpdateParams>;
41
- readonly onAddEntity: Signal<Entity>;
42
- readonly onRemoveEntity: Signal<Entity>;
43
-
44
- private readonly onEarlyUpdateSet = new Set<System>();
45
- private readonly onUpdateSet = new Set<System>();
46
- private readonly onFixedUpdateSet = new Set<System>();
47
- private readonly onPreFixedUpdateSet = new Set<System>();
48
- private readonly onPhysicsUpdateSet = new Set<System>();
49
- private readonly onPrePhysicsUpdateSet = new Set<System>();
50
- private readonly onPostPhysicsUpdateSet = new Set<System>();
51
- private readonly onLateFixedUpdateSet = new Set<System>();
52
- private readonly onLateUpdateSet = new Set<System>();
53
- private readonly onRenderUpdateSet = new Set<System>();
54
- private readonly onAddEntitySet = new Set<System>();
55
- private readonly onRemoveEntitySet = new Set<System>();
56
-
57
- // TODO: for performance, we could store the systems directly in the entity
58
- private readonly entitySystemMap = new Map<Entity, Set<SystemContext>>();
59
-
60
- private readonly serviceClasses = new Set<Class<Service>>();
61
- private readonly services: Service[] = [];
62
-
63
- private framePromise!: Promise<any>;
64
- private resolveFrame: () => void = () => undefined;
65
-
66
- private addQueue: AddEntry[] = [];
67
- private removeQueue: RemoveEntry[] = [];
68
-
69
- private _started = false;
70
-
71
- get started(): boolean { return this._started; }
72
-
73
- private _frameCount = 0;
74
- get frameCount(): number { return this._frameCount; }
75
-
76
- private _fixedFrameCount = 0;
77
- get fixedFrameCount(): number { return this._fixedFrameCount; }
78
-
79
- get numEntities(): number { return this.entitySystemMap.size;}
29
+ readonly id = id++;
30
+ readonly onPrepare: Signal;
31
+ readonly onStart: Signal;
32
+ readonly onEnd: Signal;
33
+ readonly onRender: Signal<OnUpdateParams>;
34
+ readonly onUpdate: Signal<OnUpdateParams>;
35
+ readonly onFixedUpdate: Signal<OnFixedUpdateParams>;
36
+ readonly onPrePhysicsUpdate: Signal<OnFixedUpdateParams>;
37
+ readonly onPhysicsUpdate: Signal<OnFixedUpdateParams>;
38
+ readonly onPostPhysicsUpdate: Signal<OnFixedUpdateParams>;
39
+ readonly onLateFixedUpdate: Signal<OnFixedUpdateParams>;
40
+ readonly onLateUpdate: Signal<OnUpdateParams>;
41
+ readonly onAddEntity: Signal<Entity>;
42
+ readonly onRemoveEntity: Signal<Entity>;
80
43
 
81
- // TODO inject clock into game engine
82
- // TODO inject space into game engine
44
+ private readonly onEarlyUpdateSet = new Set<System>();
45
+ private readonly onUpdateSet = new Set<System>();
46
+ private readonly onFixedUpdateSet = new Set<System>();
47
+ private readonly onPreFixedUpdateSet = new Set<System>();
48
+ private readonly onPhysicsUpdateSet = new Set<System>();
49
+ private readonly onPrePhysicsUpdateSet = new Set<System>();
50
+ private readonly onPostPhysicsUpdateSet = new Set<System>();
51
+ private readonly onLateFixedUpdateSet = new Set<System>();
52
+ private readonly onLateUpdateSet = new Set<System>();
53
+ private readonly onRenderUpdateSet = new Set<System>();
54
+ private readonly onAddEntitySet = new Set<System>();
55
+ private readonly onRemoveEntitySet = new Set<System>();
83
56
 
84
- constructor(
85
- readonly injector: EcsInjector<Class<System>>,
86
- readonly clock: Clock,
87
- ) {
88
- this.injector.map(GameEngine).toValue(this);
89
-
90
- this.onPrepare = this.injector.getSignal(EngineSignals.OnPrepare);
91
- this.onStart = this.injector.getSignal(EngineSignals.OnStart);
92
- this.onEnd = this.injector.getSignal(EngineSignals.OnEnd);
93
- this.onRender = this.injector.getSignal(EngineSignals.OnRender);
94
- this.onFixedUpdate = this.injector.getSignal(EngineSignals.OnFixedUpdate);
95
- this.onUpdate = this.injector.getSignal(EngineSignals.OnUpdate);
96
- this.onLateUpdate = this.injector.getSignal(EngineSignals.OnLateUpdate);
97
- this.onPrePhysicsUpdate = this.injector.getSignal(EngineSignals.OnPrePhysicsUpdate);
98
- this.onPhysicsUpdate = this.injector.getSignal(EngineSignals.OnPhysicsUpdate);
99
- this.onPostPhysicsUpdate = this.injector.getSignal(EngineSignals.OnPostPhysicsUpdate);
100
- this.onLateFixedUpdate = this.injector.getSignal(EngineSignals.onLateFixedUpdate);
101
-
102
- this.onAddEntity = this.injector.getSignal(EngineSignals.OnAddEntity);
103
- this.onRemoveEntity = this.injector.getSignal(EngineSignals.OnRemoveEntity);
104
-
105
- this.setupClock();
106
- this.prepareFrame();
107
- }
57
+ // TODO: for performance, we could store the systems directly in the entity
58
+ private readonly entitySystemMap = new Map<Entity, Set<SystemContext>>();
108
59
 
109
- static createDefault(options?: GameEngineOptions) {
110
- const opts = {...defaultOptions, ...options};
111
- const clock = new GameClock({
112
- fixedDeltaTime: opts.fixedDeltaTime,
113
- autoStart: false,
114
- });
115
- const injector = new EcsInjector<Class<System>>();
116
- const engine = new GameEngine(injector, clock);
117
- engine.installPlugins(opts.plugins);
118
- return engine;
119
- }
60
+ private readonly registeredServices = new Set<Class<Service>>();
61
+ private readonly services: Service[] = [];
62
+ private readonly systemChildInjectors = new Map<object, EcsInjector>();
120
63
 
121
- static createDefaultWithInjector(injector: EcsInjector<Class<System>>, options?: GameEngineOptions) {
122
- const opts = {...defaultOptions, ...options};
123
- const clock = new GameClock({
124
- fixedDeltaTime: opts.fixedDeltaTime,
125
- autoStart: false,
126
- });
127
- const engine = new GameEngine(injector, clock);
128
- engine.installPlugins(opts.plugins);
129
- return engine;
130
- }
64
+ private framePromise!: Promise<any>;
65
+ private resolveFrame: () => void = () => undefined;
131
66
 
132
- addService(service: Service): void {
133
- this.mapAnnotatedSignals(service);
134
- service.onStart && service.onStart();
135
- service.onPreFixedUpdate && this.onPreFixedUpdateSet.add(service);
136
- service.onFixedUpdate && this.onFixedUpdateSet.add(service);
137
- service.onUpdate && this.onUpdateSet.add(service);
138
- service.onLateUpdate && this.onLateUpdateSet.add(service);
139
- service.onPrePhysicsUpdate && this.onPrePhysicsUpdateSet.add(service);
140
- service.onPhysicsUpdate && this.onPhysicsUpdateSet.add(service);
141
- service.onPostPhysicsUpdate && this.onPostPhysicsUpdateSet.add(service);
142
- service.onLateFixedUpdate && this.onLateFixedUpdateSet.add(service);
143
- service.onRender && this.onRenderUpdateSet.add(service);
144
- service.onAddEntity && this.onAddEntitySet.add(service);
145
- service.onRemoveEntity && this.onRemoveEntitySet.add(service);
146
- this.services.push(service);
147
- }
67
+ private addQueue: AddEntry[] = [];
68
+ private removeQueue: RemoveEntry[] = [];
148
69
 
149
- removeService(service: Service): void {
150
- const index = this.services.indexOf(service);
151
- if (index === -1) return;
152
- this.services.splice(index, 1);
153
- this.unmapAnnotatedSignals(service);
154
- service.onPreFixedUpdate && this.onPreFixedUpdateSet.delete(service);
155
- service.onFixedUpdate && this.onFixedUpdateSet.delete(service);
156
- service.onUpdate && this.onUpdateSet.delete(service);
157
- service.onLateUpdate && this.onLateUpdateSet.delete(service);
158
- service.onPrePhysicsUpdate && this.onPrePhysicsUpdateSet.delete(service);
159
- service.onPhysicsUpdate && this.onPhysicsUpdateSet.delete(service);
160
- service.onPostPhysicsUpdate && this.onPostPhysicsUpdateSet.delete(service);
161
- service.onLateFixedUpdate && this.onLateFixedUpdateSet.delete(service);
162
- service.onRender && this.onRenderUpdateSet.delete(service);
163
- service.onAddEntity && this.onAddEntitySet.delete(service);
164
- service.onRemoveEntity && this.onRemoveEntitySet.delete(service);
165
- service.onEnd && service.onEnd();
166
- }
70
+ private _started = false;
167
71
 
168
- installPlugins(plugins: GameEnginePlugin[]) {
169
- plugins.forEach(plugin => {
170
- plugin.onPrepare && plugin.onPrepare(this);
171
- });
172
- plugins.forEach(plugin => {
173
- plugin.onStart && plugin.onStart(this);
174
- });
175
- }
72
+ get started(): boolean { return this._started; }
176
73
 
177
- registerSystem(systemClass: Class<System>): void {
178
- this.mapStaticAnnotatedSignals(systemClass);
179
- if (this._started) throw new Error('Register Systems before engine is started');
180
- this.injector.registerSystem(systemClass);
181
- }
74
+ private _frameCount = 0;
75
+ get frameCount(): number { return this._frameCount; }
182
76
 
183
- registerService(serviceClass: Class<Service>): void {
184
- this.mapStaticAnnotatedSignals(serviceClass);
185
- if (this._started) throw new Error('Register Services before engine is started');
186
- this.injector.map(serviceClass).toSingleton();
187
- this.serviceClasses.add(serviceClass);
188
- }
77
+ private _fixedFrameCount = 0;
78
+ get fixedFrameCount(): number { return this._fixedFrameCount; }
189
79
 
190
- getService<T extends Class<Service>>(serviceClass: T): InstanceType<T> {
191
- return this.injector.get(serviceClass);
192
- }
80
+ get numEntities(): number { return this.entitySystemMap.size;}
193
81
 
194
- start() {
195
- this._started = true;
196
- //TODO: throw when registering services or systems when engine is running
197
- for (const serviceClass of this.serviceClasses) {
198
- const service = this.injector.get(serviceClass);
199
- this.addService(service);
200
- }
201
- this.clock.start();
202
- this.onStart.dispatch();
203
- }
204
82
 
205
- private setupClock() {
206
- this.clock.onPrepare.add(this.prepareFrame, this);
207
-
208
- this.clock.onEarlyUpdate.add(({time, deltaTime}) => {
209
- for (const system of this.onEarlyUpdateSet) {
210
- system.onEarlyUpdate!(time, deltaTime);
211
- }
212
- });
213
-
214
- this.clock.onFixedUpdate.add((params) => {
215
- const {time, deltaTime} = params;
216
- for (const system of this.onPreFixedUpdateSet) {
217
- system.onPreFixedUpdate!(time, deltaTime);
218
- }
219
- for (const system of this.onFixedUpdateSet) {
220
- system.onFixedUpdate!(time, deltaTime);
221
- }
222
- this.onFixedUpdate.dispatch(params);
223
- for (const system of this.onPhysicsUpdateSet) {
224
- system.onPhysicsUpdate!(time, deltaTime);
225
- }
226
- this.onPhysicsUpdate.dispatch(params);
227
- this.onPostPhysicsUpdate.dispatch(params);
228
- for (const system of this.onPostPhysicsUpdateSet) {
229
- system.onPostPhysicsUpdate!(time, deltaTime);
230
- }
231
- this.onLateFixedUpdate.dispatch(params);
232
- for (const system of this.onLateFixedUpdateSet) {
233
- system.onLateFixedUpdate!(time, deltaTime);
234
- }
235
- this._fixedFrameCount++;
236
- });
237
-
238
- // TODO: update from outside
239
- this.clock.onUpdate.add(onUpdateParams => {
240
- const {time, deltaTime, alpha} = onUpdateParams;
241
- for (const system of this.onUpdateSet) {
242
- system.onUpdate!(time, deltaTime, alpha);
243
- }
244
- //TODO: merge with framerate to single signal?
245
-
246
- this.onUpdate.dispatch(onUpdateParams);
247
- for (const system of this.onLateUpdateSet) {
248
- system.onLateUpdate!(time, deltaTime, alpha);
249
- }
250
- this.onLateUpdate.dispatch(onUpdateParams);
251
-
252
- for (const system of this.onRenderUpdateSet) {
253
- system.onRender!(time, deltaTime, alpha);
254
- }
255
- this.onRender.dispatch(onUpdateParams);
256
- this._frameCount++;
257
- });
258
- }
259
83
 
260
- add(entity: Entity) {
261
- return new Promise<void>(resolve => this.addQueue.push([entity, resolve]));
262
- }
84
+ // TODO inject clock into game engine
85
+ // TODO inject space into game engine
263
86
 
264
- waitFrame() {
265
- return this.framePromise;
87
+ constructor(
88
+ readonly injector: EcsInjector<Class<System>>,
89
+ readonly clock: Clock,
90
+ ) {
91
+ this.injector.map(GameEngine).toValue(this);
92
+
93
+ this.onPrepare = this.injector.getSignal(EngineSignals.OnPrepare);
94
+ this.onStart = this.injector.getSignal(EngineSignals.OnStart);
95
+ this.onEnd = this.injector.getSignal(EngineSignals.OnEnd);
96
+ this.onRender = this.injector.getSignal(EngineSignals.OnRender);
97
+ this.onFixedUpdate = this.injector.getSignal(EngineSignals.OnFixedUpdate);
98
+ this.onUpdate = this.injector.getSignal(EngineSignals.OnUpdate);
99
+ this.onLateUpdate = this.injector.getSignal(EngineSignals.OnLateUpdate);
100
+ this.onPrePhysicsUpdate = this.injector.getSignal(EngineSignals.OnPrePhysicsUpdate);
101
+ this.onPhysicsUpdate = this.injector.getSignal(EngineSignals.OnPhysicsUpdate);
102
+ this.onPostPhysicsUpdate = this.injector.getSignal(EngineSignals.OnPostPhysicsUpdate);
103
+ this.onLateFixedUpdate = this.injector.getSignal(EngineSignals.onLateFixedUpdate);
104
+
105
+ this.onAddEntity = this.injector.getSignal(EngineSignals.OnAddEntity);
106
+ this.onRemoveEntity = this.injector.getSignal(EngineSignals.OnRemoveEntity);
107
+
108
+ this.setupClock();
109
+ this.prepareFrame();
110
+ }
111
+
112
+ static createDefault(options?: GameEngineOptions) {
113
+ const opts = {...defaultOptions, ...options};
114
+ const clock = new GameClock({
115
+ fixedDeltaTime: opts.fixedDeltaTime,
116
+ autoStart: false,
117
+ });
118
+ const injector = new EcsInjector<Class<System>>();
119
+ const engine = new GameEngine(injector, clock);
120
+ engine.installPlugins(opts.plugins);
121
+ return engine;
122
+ }
123
+
124
+ static createDefaultWithInjector(injector: EcsInjector<Class<System>>, options?: GameEngineOptions) {
125
+ const opts = {...defaultOptions, ...options};
126
+ const clock = new GameClock({
127
+ fixedDeltaTime: opts.fixedDeltaTime,
128
+ autoStart: false,
129
+ });
130
+ const engine = new GameEngine(injector, clock);
131
+ engine.installPlugins(opts.plugins);
132
+ return engine;
133
+ }
134
+
135
+ // TODO: test
136
+ addServiceClass(serviceClass: Class<Service>, mapping?: (injector: EcsInjector) => void) {
137
+ let childInjector: EcsInjector | undefined;
138
+ if (mapping) {
139
+ childInjector = this.injector.createChild();
140
+ mapping(childInjector);
266
141
  }
267
-
268
- async remove(entity: Entity) {
269
- if ((<any>entity).markRemoval) return;
270
- (<any>entity).markRemoval = true;
271
- return new Promise<void>(resolve => this.removeQueue.push([entity, resolve]));
142
+ this.mapStaticAnnotatedSignals(serviceClass);
143
+ const service = childInjector?.get(serviceClass) || this.injector.get(serviceClass);
144
+ this.addService(service);
145
+ if (childInjector) {
146
+ this.systemChildInjectors.set(service, childInjector);
272
147
  }
273
-
274
- stop() {
275
- // this.injector.dispose();
276
- this.clock.stop();
148
+ return service;
149
+ }
150
+
151
+ private addService(service: Service): void {
152
+ this.mapAnnotatedSignals(service);
153
+ service.onStart && service.onStart();
154
+ service.onPreFixedUpdate && this.onPreFixedUpdateSet.add(service);
155
+ service.onFixedUpdate && this.onFixedUpdateSet.add(service);
156
+ service.onUpdate && this.onUpdateSet.add(service);
157
+ service.onLateUpdate && this.onLateUpdateSet.add(service);
158
+ service.onPrePhysicsUpdate && this.onPrePhysicsUpdateSet.add(service);
159
+ service.onPhysicsUpdate && this.onPhysicsUpdateSet.add(service);
160
+ service.onPostPhysicsUpdate && this.onPostPhysicsUpdateSet.add(service);
161
+ service.onLateFixedUpdate && this.onLateFixedUpdateSet.add(service);
162
+ service.onRender && this.onRenderUpdateSet.add(service);
163
+ service.onAddEntity && this.onAddEntitySet.add(service);
164
+ service.onRemoveEntity && this.onRemoveEntitySet.add(service);
165
+ this.services.push(service);
166
+ }
167
+
168
+ removeService(service: Service): void {
169
+ const index = this.services.indexOf(service);
170
+ if (index === -1) return;
171
+ this.services.splice(index, 1);
172
+ this.unmapAnnotatedSignals(service);
173
+ service.onPreFixedUpdate && this.onPreFixedUpdateSet.delete(service);
174
+ service.onFixedUpdate && this.onFixedUpdateSet.delete(service);
175
+ service.onUpdate && this.onUpdateSet.delete(service);
176
+ service.onLateUpdate && this.onLateUpdateSet.delete(service);
177
+ service.onPrePhysicsUpdate && this.onPrePhysicsUpdateSet.delete(service);
178
+ service.onPhysicsUpdate && this.onPhysicsUpdateSet.delete(service);
179
+ service.onPostPhysicsUpdate && this.onPostPhysicsUpdateSet.delete(service);
180
+ service.onLateFixedUpdate && this.onLateFixedUpdateSet.delete(service);
181
+ service.onRender && this.onRenderUpdateSet.delete(service);
182
+ service.onAddEntity && this.onAddEntitySet.delete(service);
183
+ service.onRemoveEntity && this.onRemoveEntitySet.delete(service);
184
+ service.onEnd && service.onEnd();
185
+ const childInjector = this.systemChildInjectors.get(service);
186
+ if (childInjector) {
187
+ childInjector.dispose();
188
+ this.systemChildInjectors.delete(service);
277
189
  }
278
-
279
- runAction<T extends Action>(action: T): ReturnType<T> {
280
- return action(this);
190
+ }
191
+
192
+ installPlugins(plugins: GameEnginePlugin[]) {
193
+ plugins.forEach(plugin => {
194
+ plugin.onPrepare && plugin.onPrepare(this);
195
+ });
196
+ plugins.forEach(plugin => {
197
+ plugin.onStart && plugin.onStart(this);
198
+ });
199
+ }
200
+
201
+ registerSystem(systemClass: Class<System>): void {
202
+ this.mapStaticAnnotatedSignals(systemClass);
203
+ if (this._started) throw new Error('Register Systems before engine is started');
204
+ this.injector.registerSystem(systemClass);
205
+ }
206
+
207
+ registerService(serviceClass: Class<Service>): void {
208
+ this.mapStaticAnnotatedSignals(serviceClass);
209
+ if (this._started) throw new Error('Register Services before engine is started');
210
+ this.injector.map(serviceClass).toSingleton();
211
+ this.registeredServices.add(serviceClass);
212
+ }
213
+
214
+ getService<T extends Class<Service>>(serviceClass: T): InstanceType<T> {
215
+ return this.injector.get(serviceClass);
216
+ }
217
+
218
+ start() {
219
+ this._started = true;
220
+ //TODO: throw when registering services or systems when engine is running
221
+ for (const serviceClass of this.registeredServices) {
222
+ const service = this.injector.get(serviceClass);
223
+ this.addService(service);
281
224
  }
282
-
283
- getSignal<T>(signalId: ID): Signal<T> {
284
- return this.injector.getSignal<T>(signalId);
225
+ this.clock.start();
226
+ this.onStart.dispatch();
227
+ }
228
+
229
+ private setupClock() {
230
+ this.clock.onPrepare.add(this.prepareFrame, this);
231
+
232
+ this.clock.onEarlyUpdate.add(({time, deltaTime}) => {
233
+ for (const system of this.onEarlyUpdateSet) {
234
+ system.onEarlyUpdate!(time, deltaTime);
235
+ }
236
+ });
237
+
238
+ this.clock.onFixedUpdate.add((params) => {
239
+ const {time, deltaTime} = params;
240
+ for (const system of this.onPreFixedUpdateSet) {
241
+ system.onPreFixedUpdate!(time, deltaTime);
242
+ }
243
+ for (const system of this.onFixedUpdateSet) {
244
+ system.onFixedUpdate!(time, deltaTime);
245
+ }
246
+ this.onFixedUpdate.dispatch(params);
247
+ for (const system of this.onPhysicsUpdateSet) {
248
+ system.onPhysicsUpdate!(time, deltaTime);
249
+ }
250
+ this.onPhysicsUpdate.dispatch(params);
251
+ this.onPostPhysicsUpdate.dispatch(params);
252
+ for (const system of this.onPostPhysicsUpdateSet) {
253
+ system.onPostPhysicsUpdate!(time, deltaTime);
254
+ }
255
+ this.onLateFixedUpdate.dispatch(params);
256
+ for (const system of this.onLateFixedUpdateSet) {
257
+ system.onLateFixedUpdate!(time, deltaTime);
258
+ }
259
+ this._fixedFrameCount++;
260
+ });
261
+
262
+ // TODO: update from outside
263
+ this.clock.onUpdate.add(onUpdateParams => {
264
+ const {time, deltaTime, alpha} = onUpdateParams;
265
+ for (const system of this.onUpdateSet) {
266
+ system.onUpdate!(time, deltaTime, alpha);
267
+ }
268
+ //TODO: merge with framerate to single signal?
269
+
270
+ this.onUpdate.dispatch(onUpdateParams);
271
+ for (const system of this.onLateUpdateSet) {
272
+ system.onLateUpdate!(time, deltaTime, alpha);
273
+ }
274
+ this.onLateUpdate.dispatch(onUpdateParams);
275
+
276
+ for (const system of this.onRenderUpdateSet) {
277
+ system.onRender!(time, deltaTime, alpha);
278
+ }
279
+ this.onRender.dispatch(onUpdateParams);
280
+ this._frameCount++;
281
+ });
282
+ }
283
+
284
+ add(entity: Entity) {
285
+ return new Promise<void>(resolve => this.addQueue.push([entity, resolve]));
286
+ }
287
+
288
+ waitFrame() {
289
+ return this.framePromise;
290
+ }
291
+
292
+ async remove(entity: Entity) {
293
+ if ((<any>entity).markRemoval) return;
294
+ (<any>entity).markRemoval = true;
295
+ return new Promise<void>(resolve => this.removeQueue.push([entity, resolve]));
296
+ }
297
+
298
+ stop() {
299
+ // this.injector.dispose();
300
+ this.clock.stop();
301
+ }
302
+
303
+ runAction<T extends Action>(action: T): ReturnType<T> {
304
+ return action(this);
305
+ }
306
+
307
+ getSignal<T>(signalId: ID): Signal<T> {
308
+ return this.injector.getSignal<T>(signalId);
309
+ }
310
+
311
+ private signalMappings = new Map<Class, [string, Signal][]>();
312
+ private staticSignalMappings = new Map<Class, [string, Signal][]>();
313
+ private signalMapBindings = new Map<Object, SignalBinding[]>();
314
+
315
+ // TODO: staticSignalMapBindings needed if we want to unregister Services or Systems
316
+
317
+ private mapStaticAnnotatedSignals(target: Class) {
318
+ let staticSignalMap = this.getStaticSignalMap(target);
319
+ if (staticSignalMap.length === 0) return;
320
+
321
+ const bindings = [];
322
+ for (const [key, signal] of staticSignalMap) {
323
+ bindings.push(signal.add((<any>target)[key], target));
285
324
  }
325
+ // TODO: ignore bindings for now (store them if we implement unregister Service or Systems
326
+ }
286
327
 
287
- private signalMappings = new Map<Class, [string, Signal][]>();
288
- private staticSignalMappings = new Map<Class, [string, Signal][]>();
289
- private signalMapBindings = new Map<Object, SignalBinding[]>();
328
+ private mapAnnotatedSignals(target: Object) {
329
+ const signalMap = this.getSignalMap(target.constructor);
330
+ if (signalMap.length === 0) return;
290
331
 
291
- // TODO: staticSignalMapBindings needed if we want to unregister Services or Systems
292
-
293
- private mapStaticAnnotatedSignals(target: Class) {
294
- let staticSignalMap = this.getStaticSignalMap(target);
295
- if (staticSignalMap.length === 0) return;
296
-
297
- const bindings = [];
298
- for (const [key, signal] of staticSignalMap) {
299
- bindings.push(signal.add((<any>target)[key], target));
300
- }
301
- // TODO: ignore bindings for now (store them if we implement unregister Service or Systems
332
+ const bindings = [];
333
+ for (const [key, signal] of signalMap) {
334
+ bindings.push(signal.add((<any>target)[key], target));
302
335
  }
303
-
304
- private mapAnnotatedSignals(target: Object) {
305
- const signalMap = this.getSignalMap(target.constructor);
306
- if (signalMap.length === 0) return;
307
-
308
- const bindings = [];
309
- for (const [key, signal] of signalMap) {
310
- bindings.push(signal.add((<any>target)[key], target));
311
- }
312
- this.signalMapBindings.set(target, bindings);
336
+ this.signalMapBindings.set(target, bindings);
337
+ }
338
+
339
+ private unmapAnnotatedSignals(target: Object) {
340
+ const signalBindings = this.signalMapBindings.get(target);
341
+ if (!signalBindings) return;
342
+ for (const binding of signalBindings) {
343
+ binding.detach();
313
344
  }
314
-
315
- private unmapAnnotatedSignals(target: Object) {
316
- const signalBindings = this.signalMapBindings.get(target);
317
- if (!signalBindings) return;
318
- for (const binding of signalBindings) {
319
- binding.detach();
320
- }
345
+ }
346
+
347
+ private getSignalMap(target: Function) {
348
+ // TODO: we could speed thinks up by introducing "invisible" flags on the systems/services to avoid a map check
349
+ return putIfAbsent(this.signalMappings, target, (): [string, Signal][] => {
350
+ const handlers = signalHandlers.get(target);
351
+ if (!handlers) return [];
352
+ const result: [string, Signal][] = [];
353
+ for (const [key, signalId] of handlers) {
354
+ result.push([key, this.getSignal(signalId)]);
355
+ }
356
+ return result;
357
+ });
358
+ }
359
+
360
+ private getStaticSignalMap(target: Class) {
361
+ // TODO: we could speed thinks up by introducing "invisible" flags on the systems/services to avoid a map check
362
+ return putIfAbsent(this.staticSignalMappings, target, (): [string, Signal][] => {
363
+ const handlers = staticSignalHandlers.get(target);
364
+ if (!handlers) return [];
365
+ const result: [string, Signal][] = [];
366
+ for (const [key, signalId] of handlers) {
367
+ result.push([key, this.getSignal(signalId)]);
368
+ }
369
+ return result;
370
+ });
371
+ }
372
+
373
+ dispose() {
374
+ this.clock.stop();
375
+ this.clock.dispose();
376
+ for (const systems of this.entitySystemMap.values()) {
377
+ for (const system of systems) {
378
+ system.system.onEnd && system.system.onEnd();
379
+ }
321
380
  }
322
-
323
- private getSignalMap(target: Function) {
324
- // TODO: we could speed thinks up by introducing "invisible" flags on the systems/services to avoid a map check
325
- return putIfAbsent(this.signalMappings, target, (): [string, Signal][] => {
326
- const handlers = signalHandlers.get(target);
327
- if (!handlers) return [];
328
- const result: [string, Signal][] = [];
329
- for (const [key, signalId] of handlers) {
330
- result.push([key, this.getSignal(signalId)]);
331
- }
332
- return result;
333
- });
334
- }
335
-
336
- private getStaticSignalMap(target: Class) {
337
- // TODO: we could speed thinks up by introducing "invisible" flags on the systems/services to avoid a map check
338
- return putIfAbsent(this.staticSignalMappings, target, (): [string, Signal][] => {
339
- const handlers = staticSignalHandlers.get(target);
340
- if (!handlers) return [];
341
- const result: [string, Signal][] = [];
342
- for (const [key, signalId] of handlers) {
343
- result.push([key, this.getSignal(signalId)]);
344
- }
345
- return result;
346
- });
381
+ for (const service of this.services) {
382
+ service.onEnd && service.onEnd();
347
383
  }
348
-
349
- dispose() {
350
- this.clock.stop();
351
- this.clock.dispose();
352
- for (const systems of this.entitySystemMap.values()) {
353
- for (const system of systems) {
354
- system.system.onEnd && system.system.onEnd();
355
- }
384
+ this.onEnd.dispatch();
385
+ }
386
+
387
+ private prepareFrame() {
388
+ for (const [entity, resolve] of this.removeQueue) {
389
+ const entities = entity.getAllEntities();
390
+ for (const entity of entities) {
391
+ (<any>entity).markRemoval = false;
392
+ if (!(<any>entity).gameEngine) {
393
+ console.log('Entity not active', entity);
394
+ // throw new Error('Entity not active');
356
395
  }
357
- for (const service of this.services) {
358
- service.onEnd && service.onEnd();
396
+ (<any>entity).gameEngine = undefined;
397
+
398
+ const systemContexts = this.entitySystemMap.get(entity);
399
+ this.entitySystemMap.delete(entity);
400
+ if (systemContexts) {
401
+ for (const context of systemContexts) {
402
+ this.disposeContext(context);
403
+ }
359
404
  }
360
- this.onEnd.dispatch();
361
- }
405
+ entity.onRemove.dispatch();
406
+ entity.onRemove.detachAll();
407
+ entity._signalMap.forEach(signal => signal.detachAll());
362
408
 
363
- private prepareFrame() {
364
- for (const [entity, resolve] of this.removeQueue) {
365
- const entities = entity.getAllEntities();
366
- for (const entity of entities) {
367
- (<any>entity).markRemoval = false;
368
- if (!(<any>entity).gameEngine) {
369
- console.log('Entity not active', entity);
370
- // throw new Error('Entity not active');
371
- }
372
- (<any>entity).gameEngine = undefined;
373
-
374
- const systemContexts = this.entitySystemMap.get(entity);
375
- this.entitySystemMap.delete(entity);
376
- if (systemContexts) {
377
- for (const context of systemContexts) {
378
- this.disposeContext(context);
379
- }
380
- }
381
- entity.onRemove.dispatch();
382
- entity.onRemove.detachAll();
383
- entity._signalMap.forEach(signal => signal.detachAll());
384
-
385
- for (const system of this.onRemoveEntitySet) {
386
- system.onRemoveEntity!(entity);
387
- }
388
- }
389
-
390
- resolve();
391
- }
392
- this.removeQueue = [];
393
-
394
- for (const [entity, resolve] of this.addQueue) {
395
-
396
- const preparePromises = [];
397
- const nextSystemContexts: SystemContext[] = [];
398
- const entities = entity.getAllEntities();
399
- for (const entity of entities) {
400
- if ((<any>entity).gameEngine) throw new Error('Entity already added to a gameEngine');
401
- (<any>entity).gameEngine = this;
402
- const systemContexts = this.injector.createSystemsForEntity(entity);
403
- for (const context of systemContexts) {
404
- // TODO: implement synced mode where async onPrepares aren't allowed
405
- context.system.onPrepare && preparePromises.push(context.system.onPrepare());
406
- nextSystemContexts.push(context);
407
- }
408
- this.entitySystemMap.set(entity, systemContexts);
409
- }
410
-
411
- const entityWasAdded = () => {
412
- for (const system of this.onAddEntitySet) {
413
- system.onAddEntity!(entity);
414
- }
415
- resolve();
416
- };
417
-
418
- // Promise.all doesnt resolve immediately when there are no promises bu
419
- if (preparePromises.length === 0) {
420
- this.startSystems(nextSystemContexts, entityWasAdded);
421
- } else {
422
- Promise.all(preparePromises).then(() => this.startSystems(nextSystemContexts, entityWasAdded));
423
- }
409
+ for (const system of this.onRemoveEntitySet) {
410
+ system.onRemoveEntity!(entity);
424
411
  }
425
- this.addQueue = [];
426
- // create promise for next frame
427
- this.resolveFrame();
428
- this.framePromise = new Promise<void>(resolve => {
429
- this.resolveFrame = resolve;
430
- });
431
- this.onPrepare.dispatch();
432
- }
412
+ }
433
413
 
434
- private startSystems(contexts: Iterable<SystemContext>, then?: () => void) {
435
- for (const context of contexts) {
436
- const system = context.system;
437
- this.mapAnnotatedSignals(system);
438
- system.onStart && system.onStart();
439
- system.onPreFixedUpdate && this.onPreFixedUpdateSet.add(system);
440
- system.onFixedUpdate && this.onFixedUpdateSet.add(system);
441
- system.onUpdate && this.onUpdateSet.add(system);
442
- system.onLateUpdate && this.onLateUpdateSet.add(system);
443
- system.onPhysicsUpdate && this.onPhysicsUpdateSet.add(system);
444
- system.onPrePhysicsUpdate && this.onPrePhysicsUpdateSet.add(system);
445
- system.onPostPhysicsUpdate && this.onPostPhysicsUpdateSet.add(system);
446
- system.onLateFixedUpdate && this.onLateFixedUpdateSet.add(system);
447
- system.onRender && this.onRenderUpdateSet.add(system);
448
- system.onAddEntity && this.onAddEntitySet.add(system);
449
- system.onRemoveEntity && this.onRemoveEntitySet.add(system);
450
- }
451
- then?.();
452
- };
453
-
454
- private disposeContext(context: SystemContext<System>) {
455
- const system = context.system;
456
-
457
- // if onEnd returns a promise, we need to wait for it to finish before we can dispose the system
458
- const onEndPromise = system.onEnd && system.onEnd();
459
- if (onEndPromise instanceof Promise) {
460
- onEndPromise.then(() => {
461
- context.dispose();
462
- });
463
- } else {
464
- context.dispose();
414
+ resolve();
415
+ }
416
+ this.removeQueue = [];
417
+
418
+ for (const [entity, resolve] of this.addQueue) {
419
+
420
+ const preparePromises = [];
421
+ const nextSystemContexts: SystemContext[] = [];
422
+ const entities = entity.getAllEntities();
423
+ for (const entity of entities) {
424
+ if ((<any>entity).gameEngine) throw new Error('Entity already added to a gameEngine');
425
+ (<any>entity).gameEngine = this;
426
+ const systemContexts = this.injector.createSystemsForEntity(entity);
427
+ for (const context of systemContexts) {
428
+ // TODO: implement synced mode where async onPrepares aren't allowed
429
+ context.system.onPrepare && preparePromises.push(context.system.onPrepare());
430
+ nextSystemContexts.push(context);
465
431
  }
432
+ this.entitySystemMap.set(entity, systemContexts);
433
+ }
466
434
 
467
- this.unmapAnnotatedSignals(system);
468
- system.onPreFixedUpdate && this.onPreFixedUpdateSet.delete(system);
469
- system.onFixedUpdate && this.onFixedUpdateSet.delete(system);
470
- system.onUpdate && this.onUpdateSet.delete(system);
471
- system.onLateUpdate && this.onLateUpdateSet.delete(system);
472
- system.onPhysicsUpdate && this.onPhysicsUpdateSet.delete(system);
473
- system.onPrePhysicsUpdate && this.onPrePhysicsUpdateSet.delete(system);
474
- system.onPostPhysicsUpdate && this.onPostPhysicsUpdateSet.delete(system);
475
- system.onLateFixedUpdate && this.onLateFixedUpdateSet.delete(system);
476
- system.onRender && this.onRenderUpdateSet.delete(system);
435
+ const entityWasAdded = () => {
436
+ for (const system of this.onAddEntitySet) {
437
+ system.onAddEntity!(entity);
438
+ }
439
+ resolve();
440
+ };
441
+
442
+ // Promise.all doesnt resolve immediately when there are no promises bu
443
+ if (preparePromises.length === 0) {
444
+ this.startSystems(nextSystemContexts, entityWasAdded);
445
+ } else {
446
+ Promise.all(preparePromises).then(() => this.startSystems(nextSystemContexts, entityWasAdded));
447
+ }
448
+ }
449
+ this.addQueue = [];
450
+ // create promise for next frame
451
+ this.resolveFrame();
452
+ this.framePromise = new Promise<void>(resolve => {
453
+ this.resolveFrame = resolve;
454
+ });
455
+ this.onPrepare.dispatch();
456
+ }
457
+
458
+ private startSystems(contexts: Iterable<SystemContext>, then?: () => void) {
459
+ for (const context of contexts) {
460
+ const system = context.system;
461
+ this.mapAnnotatedSignals(system);
462
+ system.onStart && system.onStart();
463
+ system.onPreFixedUpdate && this.onPreFixedUpdateSet.add(system);
464
+ system.onFixedUpdate && this.onFixedUpdateSet.add(system);
465
+ system.onUpdate && this.onUpdateSet.add(system);
466
+ system.onLateUpdate && this.onLateUpdateSet.add(system);
467
+ system.onPhysicsUpdate && this.onPhysicsUpdateSet.add(system);
468
+ system.onPrePhysicsUpdate && this.onPrePhysicsUpdateSet.add(system);
469
+ system.onPostPhysicsUpdate && this.onPostPhysicsUpdateSet.add(system);
470
+ system.onLateFixedUpdate && this.onLateFixedUpdateSet.add(system);
471
+ system.onRender && this.onRenderUpdateSet.add(system);
472
+ system.onAddEntity && this.onAddEntitySet.add(system);
473
+ system.onRemoveEntity && this.onRemoveEntitySet.add(system);
477
474
  }
475
+ then?.();
476
+ };
477
+
478
+ private disposeContext(context: SystemContext<System>) {
479
+ const system = context.system;
480
+
481
+ // if onEnd returns a promise, we need to wait for it to finish before we can dispose the system
482
+ const onEndPromise = system.onEnd && system.onEnd();
483
+ if (onEndPromise instanceof Promise) {
484
+ onEndPromise.then(() => {
485
+ context.dispose();
486
+ });
487
+ } else {
488
+ context.dispose();
489
+ }
490
+
491
+ this.unmapAnnotatedSignals(system);
492
+ system.onPreFixedUpdate && this.onPreFixedUpdateSet.delete(system);
493
+ system.onFixedUpdate && this.onFixedUpdateSet.delete(system);
494
+ system.onUpdate && this.onUpdateSet.delete(system);
495
+ system.onLateUpdate && this.onLateUpdateSet.delete(system);
496
+ system.onPhysicsUpdate && this.onPhysicsUpdateSet.delete(system);
497
+ system.onPrePhysicsUpdate && this.onPrePhysicsUpdateSet.delete(system);
498
+ system.onPostPhysicsUpdate && this.onPostPhysicsUpdateSet.delete(system);
499
+ system.onLateFixedUpdate && this.onLateFixedUpdateSet.delete(system);
500
+ system.onRender && this.onRenderUpdateSet.delete(system);
501
+ }
478
502
  }
479
503
  //
480
504
  // type RunSpread<T> = T extends undefined