mani-game-engine 1.0.0-pre.7 → 1.0.0-pre.70
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.
- package/LICENSE +1 -1
- package/lib/clock.d.ts +57 -0
- package/lib/clock.js +121 -0
- package/lib/clock.js.map +1 -0
- package/lib/ecsInjector.d.ts +45 -0
- package/lib/ecsInjector.js +220 -0
- package/lib/ecsInjector.js.map +1 -0
- package/lib/entity.d.ts +37 -0
- package/lib/entity.js +176 -0
- package/lib/entity.js.map +1 -0
- package/lib/gameEngine.d.ts +96 -0
- package/lib/gameEngine.js +423 -0
- package/lib/gameEngine.js.map +1 -0
- package/lib/index.d.ts +12 -0
- package/lib/index.js +37 -0
- package/lib/index.js.map +1 -0
- package/lib/injector.d.ts +130 -0
- package/lib/injector.js +324 -0
- package/lib/injector.js.map +1 -0
- package/lib/scope/scopeContext.d.ts +76 -0
- package/lib/scope/scopeContext.js +306 -0
- package/lib/scope/scopeContext.js.map +1 -0
- package/lib/systemContext.d.ts +15 -0
- package/lib/systemContext.js +39 -0
- package/lib/systemContext.js.map +1 -0
- package/lib/types.d.ts +83 -0
- package/lib/types.js +20 -0
- package/lib/types.js.map +1 -0
- package/lib/utils/map2k.d.ts +6 -0
- package/lib/utils/map2k.js +44 -0
- package/lib/utils/map2k.js.map +1 -0
- package/package.json +12 -15
- package/src/clock.ts +133 -81
- package/src/ecsInjector.ts +131 -36
- package/src/entity.ts +105 -5
- package/src/gameEngine.ts +459 -353
- package/src/index.ts +25 -9
- package/src/injector.ts +410 -0
- package/src/scope/scopeContext.ts +118 -32
- package/src/systemContext.ts +20 -2
- package/src/types.ts +24 -10
package/src/entity.ts
CHANGED
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@@ -1,28 +1,118 @@
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1
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import {GameEngine} from './gameEngine';
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import {Signal} from 'mani-signal';
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import {Class} from './types';
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-
import {
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import {ID, putIfAbsent} from './injector';
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import {EcsInjector} from './ecsInjector';
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import {entitySignalHandlers} from './systemContext';
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let idCounter = 0;
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export class Entity {
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-
readonly id: number;
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readonly children = new Set<Entity>();
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private gameEngine?: GameEngine;
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get isAdded() {
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return !!this.gameEngine;
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}
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// TODO: use single rootEntity class instead of undefined?
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private _parent?: Entity;
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readonly parentChanged = new Signal();
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readonly onRemove = new Signal();
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private markRemoval = false;
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private _detached = false;
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readonly _signalMap: Map<ID, Signal> = new Map<ID, Signal>();
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// this is filled by the injector
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private _components?: Map<Class, InstanceType<any>>;
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get components(): ReadonlyMap<Class, InstanceType<any>> {
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if (!this._components) {
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this._components = new Map<Class, InstanceType<any>>();
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EcsInjector.entityComponents.get(this.constructor as Class)!.forEach((field, componentClass) =>
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this._components!.set(componentClass, (this as any)[field]));
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}
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return this._components;
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}
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private _dynamicComponents = new Map<Class, InstanceType<any>>();
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readonly dynamicComponentAdded = new Signal<InstanceType<any>>();
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readonly dynamicComponentRemoved = new Signal<InstanceType<any>>();
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get dynamicComponents(): ReadonlyMap<Class, InstanceType<any>> {
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return this._dynamicComponents;
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}
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// TODO: move the logic to gameEngine?
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addDynamicComponent<T extends Class>(component: InstanceType<T>):this {
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if (this.hasDynamicComponentClass(component.constructor)) {
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throw new Error('component of this class already added');
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}
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this._dynamicComponents.set(component.constructor as T, component);
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this.dynamicComponentAdded.dispatch(component);
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if (!this.gameEngine) return this;
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const systemContexts = this.gameEngine.injector.createSystemsForDynamicComponents(component.constructor, this);
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if (!systemContexts) return this;
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const preparePromises = [];
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for (const context of systemContexts) {
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context.system.onPrepare && preparePromises.push(context.system.onPrepare());
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}
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for (const context of systemContexts) {
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this.gameEngine['entitySystemMap'].get(this)?.add(context);
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}
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if (preparePromises.length === 0) {
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this.gameEngine['startSystems'](systemContexts, () => {});
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} else {
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Promise.all(preparePromises).then(() => this.gameEngine?.['startSystems'](systemContexts));
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}
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return this;
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}
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hasDynamicComponentClass<T extends Class>(componentClass: T): boolean {
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return this._dynamicComponents.has(componentClass);
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}
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// TODO: move the logic to gameEngine?
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removeDynamicComponentClass<T extends Class>(componentClass: T) {
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const systemContexts = this.gameEngine?.['entitySystemMap'].get(this);
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systemContexts?.forEach(systemContext => {
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const systemToDependencies = this.gameEngine?.injector['dynamicComponentDependencyMap'];
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const dependencies = systemToDependencies?.get((systemContext.system as any).constructor);
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if (!dependencies) return;
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if (dependencies.some(dependency => dependency.type === componentClass)) {
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this.gameEngine?.['disposeContext']?.(systemContext);
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systemContexts?.delete(systemContext);
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}
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});
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const component = this._dynamicComponents.get(componentClass);
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if (!this._dynamicComponents.delete(componentClass)) {
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throw new Error('component not found: ' + JSON.stringify(componentClass));
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}
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this.dynamicComponentRemoved.dispatch(component);
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}
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-
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this.
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removeDynamicComponent<T extends Class>(component: InstanceType<T>) {
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this.removeDynamicComponentClass(component.constructor as T);
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}
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getDynamicComponent<T extends Class>(componentClass: T): InstanceType<T> | undefined {
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return this._dynamicComponents.get(componentClass);
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}
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get detached(): boolean { return this._detached; }
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async onBeforeRemove?(): Promise<void>;
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getSignal<T>(id: ID): Signal<T> {
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return putIfAbsent(this._signalMap, id, () => new Signal<any>());
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}
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private setParent(parent: Entity | undefined) {
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if (parent === this._parent) {
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//TODO: i think this check can be removed
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@@ -37,7 +127,7 @@ export class Entity {
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}
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getComponent<T extends Class>(componentClass: T): InstanceType<T> | undefined {
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const componentMap = entityComponents.get(this.constructor as Class);
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const componentMap = EcsInjector.entityComponents.get(this.constructor as Class);
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if (!componentMap) {
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throw new Error(`No components in entity of type '${this.constructor.name}'.`);
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}
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@@ -85,9 +175,15 @@ export class Entity {
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if (this.gameEngine) {
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return await this.gameEngine.remove(entity);
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}
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entity._signalMap.forEach(signal => signal.detachAll());
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}
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async detach() {
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if (this._detached) {
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throw new Error('entity already detached');
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}
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this._detached = true;
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// TODO: mark for detach and prevent another call, because this.gameEngine is set to undefined until next frame
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if (this.parent) {
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await this.parent.remove(this);
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} else {
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@@ -113,4 +209,8 @@ export class Entity {
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}
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return target;
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}
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hasDynamicComponents() {
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return this._dynamicComponents.size > 0;
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}
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}
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