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@woosh/meep-engine

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Pure JavaScript game engine. Fully featured and production ready.

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/** * Registry that maps `type_id ↔ SimAction subclass`, with a small per-type * object pool to recycle action instances (avoids GC pressure on the hot path). * * Wire format: `type_id` is a `uint8`. The cap of 256 distinct action types is * deliberate — if you need more, your design probably wants a generic * `MutateComponentAction` rather than a bespoke action per case. * * Registration is order-sensitive: `type_id` is assigned in registration order * starting from 0. To keep `type_id` stable across versions, register actions * in a fixed order at engine init. * * @author Alex Goldring * @copyright Company Named Limited (c) 2025 */ export class SimActionRegistry { /** * Maximum pool size per type. Beyond this, released instances are dropped. * @type {number} */ max_pool_size: number; /** * Register a SimAction subclass and assign it a stable `type_id`. * Returns the assigned id. * * @param {Function} klass * @returns {number} assigned type_id */ register(klass: Function): number; /** * Look up an action class by type_id. Returns undefined if unknown. * * @param {number} type_id * @returns {Function|undefined} */ klass_for(type_id: number): Function | undefined; /** * Acquire a recycled instance of the given action class, or create a fresh * one if the pool is empty. The returned instance has had `reset()` called. * * @param {Function|{type_id:number}} klass * @returns {SimAction} */ acquire(klass: Function | { type_id: number; }): SimAction; /** * Release an instance back to its pool. Drops on the floor if the pool is full. * * @param {SimAction} instance */ release(instance: SimAction): void; /** * Number of registered action types. * @returns {number} */ type_count(): number; #private; } //# sourceMappingURL=SimActionRegistry.d.ts.map