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https://github.com/bendangelo/entityjs
HTML5 entity-component game engine
https://github.com/bendangelo/entityjs
Last synced: 6 days ago
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HTML5 entity-component game engine
- Host: GitHub
- URL: https://github.com/bendangelo/entityjs
- Owner: bendangelo
- License: other
- Created: 2011-08-23T06:27:22.000Z (about 13 years ago)
- Default Branch: master
- Last Pushed: 2015-09-06T14:51:42.000Z (about 9 years ago)
- Last Synced: 2024-08-02T06:22:47.090Z (3 months ago)
- Language: JavaScript
- Homepage:
- Size: 2.41 MB
- Stars: 185
- Watchers: 20
- Forks: 26
- Open Issues: 5
-
Metadata Files:
- Readme: README.md
- License: license.txt
Awesome Lists containing this project
- awesome-open-source-games - EntityJavaScript - HTML5 JavaScript game engine utlizing the entity-component design. (Frameworks/Engines/Libraries / IOS)
README
# EntityJS
An HTML5 javascript game engine utlizing the entity-component design. Write highly flexible code in a powerful javascript framework.## EntityJS is currently being rewritten
Version 0.5.0 is moving away from ruby to a nodejs package. The game engine is also moving towards an entity-system design pattern. Checkout the dev branch for the latest updates.
## What makes this different from other javascript game engines?
Entity strives to be the most flexible game engine available. We understand no one likes rewritting the same functions and lines of code over and over. So we have developed a solution to this problem and that is the component-entity design. The traditional approach to game engine design is creating a hierarchy of classes. This is infact the **most** tightly coupled design. This creates close coupled classes whos functionality is strictly typed to one class, its not easily portable to other projects, good luck copying that one needed function and as game development progresses classes get bigger and more complex. You will eventually end up with *god-classes* who control most of the game logic.This becomes a big mess.
In the world of *entity-component* designs. All logic is implemented in a *component*, as big or small as you want. You can then create an *entity* and add/remove components to it. The entity is a live represantation of all its components. With this low coupling of components and entities you can mix and match components together to create powerful functionality yet still portable and robust.
## Requirements
You must have at least [Ruby 1.8.1+](http://rubyinstaller.org/).
## Installion
EntityJS is now an easy to install gem. In the terminal type in:
`gem install entityjs`
This will install the latest version of the gem and now you can easily create some games!
## Usage
When using these commands make sure you are always in the root directory of your game.
### Creating a New Game
Creating a game is simple, move to any directory and type in:
`entityjs new mygame`
This will create a new game using the default template.
Create a game with a platform template:
`entityjs new mygame platform`
See all available templates:
`entityjs templates`
### Creating a Component
`entityjs comp rock`
This will create a new component called *rock* at scripts/rock.js and will create a test file.
`entityjs comp display/hero`
This will create a hero component in the directory scripts/display.
### Creating a Test
`entityjs test name test1 test1`
Create a test in /tests/name_test.js with two test methods.
### Build Game
`entityjs build`
This will minify all entityjs src code and game src code into one file inside /builds
### Running the Game / Tests
Make sure the server is running:
`entityjs server`To play visit:
`localhost:2345`To run tests visit:
`localhost:2345/test`Assets are located here:
`localhost:2345/assets/*name`View [all commands](/bendangelo/EntityJS/wiki/commands)
## Directory Structure
* Assets - Contains all external assets
* Images - Add any images here and retrieve them with `re.assets.images`
* Sounds - Add any sounds and retrieve them with `re.assets.sounds`* Build - Contains built game
* Scripts - Contains all js, coffee sources. Xml, tmx and json files will be converted into js.
* Plugins - Contains minified scripts for plugin play.* Tests - Contains test files to run in [QUnit](http://docs.jquery.com/QUnit)
* Styles - Contains all css to be included. Will support sass and others later on.
* game.json - Optional, configurate scripts order, ignore certain files, etc
### Short getters and setters
var tile = re.e('tile');
tile.tileX(1); //sets
tile.tileX(); //gets#### Setters can even be used in `attr()`
tile.attr('tileX', 2); //sets
#### Setter with multiple parameters
tile.tile(1, 2); //sets tilex and tiley
//or
tile.attr('tile', [1,2]); //samething### Factories in 0.4.2
All components now have a factory method which can be used to create complex entities.
re.c("button")
.factory(function(label, click){
this.label = label;if(click){
this.on('click', click);
}
});re.button("Hello", function(){
alert(this.label+" clicked!");
});//Can be overwritten using the `method` function. A singleton is created below.
re.c("player")
.method(function(){
if(!this.instance){
this.instance = re.e('player');
}
return this.instance;
});//get player
re.player();## QUnit Testing
All games use [QUnit](http://docs.jquery.com/QUnit) for testing, its light weight and easy to use. Checkout the platform template to see some example tests.
### Factories
Factories are used to easily create complex entities. During tests you may need access to a specific type of entity multiple times. Factories make it easy to create any kind of entity at anytime.
Simply create a new `factories.js` in the `/tests` directory and add something like below.
factory('enemy', function(){
//make a custom coin
this.health = 100;
this.state = 'idle';//can use normal entity methods
this.on('update', function(){
//something
});
});//create new enemy entity anywhere in tests
var e = factory('enemy');
eq(e.state, 'idle') //true//Same as...
var e = re.e('enemy');
e.health = 100;
//etc...What if you need multiple enemy factories?
//use f for laziness
f('enemy attacking', function(){
this.state = 'attacking';
});### EntityJS Helpers
Some asserts have been added for checking entities, like `expectTrigger`, `expectFlicker` and `expectListener`. For more info check `localhost:2345/qunit/qunit.entity.js`.
### Input Helpers
Special methods like `keypress()` and `click()` are available to simulate user input. Check `localhost:2345/qunit/qunit.input.js` for more information.
## Tile Map Editor
The awesome [tiled map editor](http://www.mapeditor.org/) is now compatible and can be used in your projects.
Simply create a new directory in /assets named levels or anything you like to save your maps in. They can accessed in code like so:
re('level1.tmx')[0]; //assuming the file name is level1.tmx
re('level'); //find all levels that are in the /assets/levels directoryIf you are still confused create a new platform game and view levels are used.
## Quick Start Guide
First you should install [ruby](http://rubyinstaller.org/) and the [entityjs gem](http://rubygems.org/gems/entityjs).Now you can create a new game from the platform template:
`entityjs new mygame platform`Move into the `mygame` directory and play the game:
`entityjs server`Open your browser and navigate to `localhost:2345`
## Contributing
Before sending a pull request it would be a good idea to run `rspec` and `rake jasmine` to make sure all tests pass in both ruby and javascript.
Running rspec will generate a /mygame/ folder with test files. It will be ignored by git so don't worry about it.