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complex-engine

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JS Component Entity Framework for Gamedevelopment

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import Component from './Component'; /** * An entity is a object that holds many components. Those components define the behaviour of an entity. */ class Entity { /** * * @param {string} name */ constructor(name = 'Entity') { /** @var {string} */ this.name = name; /** @var { Component[]} */ this.components = []; /** @var {boolean} */ this.alive = true; /** @var {boolean} */ this.remove = false; /** @var {number | null} */ this.index = null; this.listeners = []; } /** * Add a Component to the entity * @param {Component} component * @returns {Entity} */ addComponent(component) { let slot = this._getFreeSlot(); if (slot != null) { this.components[slot] = component; } else { this.components.push(component); } return this; } /** * Add eventlistener to entity * @param {string} event * @param {function} callback * @returns {Entity} */ addListener(event, callback) { this.listeners.push({ event, callback }); return this; } /** * Remove event listener * @param {string} event * @returns {Entity} */ removeListener(event) { const listeners = this.listeners; const newListeners = []; const len = listeners.length; for (let i = 0; i < len; i++) { const listener = listeners[i]; if ((listener.event !== event)) { newListeners.push(listeners); } } this.listeners = newListeners; return this; } /** * Emit event with data * @param {string} event * @param {object} data * @returns {Entity} */ emit(event, data) { const listeners = this.listeners; const len = listeners.length; for (let i = 0; i < len; i++) { const listener = listeners[i]; if ((listener.event === event)) { listener.callback(data); } } return this; } /** * Get all mathing components * @param {Function} component component constructor * @return {Component[]} */ getComponents(component) { let components = []; for (let i = 0, len = this.components.length; i < len; i++) { let c = this.components[i]; if (c instanceof component) { components.push(c); } } return components; } /** * Get a Component from the entity * @param {Function} component component constructor * @return {Component} * @throws Error */ getComponent(component) { for (let i = 0, len = this.components.length; i < len; i++) { let c = this.components[i]; if (c instanceof component) { return c } } throw new Error('Component not found'); } /** * Get a Component from the entity by its tag name * @param {Function} component * @returns {boolean} */ hasComponent(component) { for (let i = 0, len = this.components.length; i < len; i++) { let c = this.components[i]; if (c instanceof component) { return true; } } return false; } /** * remove a Component from the entity * @param {Function} component * @returns {Entity} */ removeComponent(component) { const components = []; const currentComponents = this.components; const len = currentComponents.length; for (let i = 0; i < len; i++) { const compo = currentComponents[i]; if (!(compo instanceof component)) { components.push(compo); } } this.components = components; return this; } /** * Get all components from the entity * @returns { Component[]} */ getAllComponents() { return this.components; } /** * Reuses old Component slots in the array * @return {number | null} * @private */ _getFreeSlot() { for (let c = 0, len = this.components.length; c < len; c++) { let component = this.components[c]; if (component == undefined || component == null) { return c; } } return null; } /** * Kills the entity */ destroy() { this.alive = false; this.remove = true; } /** * Set index value of entity * @param {number} index */ setIndex(index) { this.index = index; } /** * Get index of entity * @returns {number | null} */ getIndex() { return this.index; } /** * Check if entity is alive * @returns {boolean} */ isAlive() { return this.alive; } /** * Check if entity should be removed in next cycle * @returns {boolean} */ isRemove() { return this.remove; } } export default Entity;