Giter Club home page Giter Club logo

darlingjs's Introduction

Logo

Lightweight entity, component, system based game engine. With flexible architecture. Decupled from any dependecy. So all interaction with Box2D, Render system, Particle System and so on put in pluggable modules. Use fluent API Crafty.js, jQuery like.

1.0

Recipes

Create your own pipeline recipe

var darling = require('darlingjs');
var system1 = require('system1');
var system2 = require('system2');
var system3 = require('system3');

module.exports = {
  myRecipe: darling.recipe.sequence([
    system1(),
    system2(),
    system3()
  ]) 
};

Usage as common system

var darling = require('darlingjs');
var myRecipe = require('myRecipes').myRecipe;

var pipeline = darling.world()
  pipe(myRecipe());
  

Extentions

Pipe

darlingjs/darlingjs-pipe advance utils for pipeline

Repeat

Repeat sequence of system in pipeline.

//will repeat system1, system2 in pipeline of the world
darling.world('the-world')
  .pipe(repeat(3)
    .pipe(system1())
    .pipe(system2())
  );

Runners

Use for run world in a circle of pipelines

Usage

var onFrame = require('darlingjs-live-on-animation-frame');

var w = darling.world('the-world')
  .pipe(box2d())
  .pipe(pixijs())
  .live(onFrame({
    autostart: true
  }));

//world lives now, only need to add entities to it

Support

Examples

Quick Start

Creating the World

Create the World for Box2D experiments

var world = darlingjs.world('myGame', [
    //inject some modules

    //get 2D components
    'ngFlatland',

    //get Common Physics components
    'ngPhysics',

    //get Box2D implementation of Physics components
    'ngBox2DEmscripten'
], {
    fps: 60
});

DarlingJS is lightweight framework so it's decoupled from any rendering, physics, sound, assets and so on libraries. And it possible to develop on pure javascript with your own simulation systems.

Every darlingjs modules start with prefix 'ng', for example: 'ngPhysics'.

Add systems

add physics simulation system

world.$add('ngBox2DSystem', {
    //define gravity of box2d world
    gravity: {
        x: 0,
        y: 9.8
    },

    //define properties of physics simulation
    velocityIterations: 3,    
    positionIterations: 3
});

add view port system for definition 2D camera position

world.$add('ng2DViewPort', {
    //centor of the camera
    lookAt: {
        x: width / 2, y: height / 2
    },

    //size of the camera view
    width: width,
    height: height
});

add box2d debug draw visualization

world.$add('ngBox2DDebugDraw', {
    //target div/convas element. For div element automaticaly create canvas element and place into the div
    domID: 'gameView', 

    //size of canvas
    width: width, height: height
});

add drugging support system.

world.$add('ngBox2DDraggable', { 
    //target div/convas element
    domId: 'gameView', 

    //width, height of it
    width: width, height: height 
});

Create Entity

Create entity of draggable box and add it to the world

darlingjs.$e('box', {
//define position
    ng2D: {
        x: 0.0,
        y: 0.0
    },

//define size of
    ng2DSize: {
        width: 10.0,
        height: 10.0
    },

//mark entity as physics object
    ngPhysics: {},

//mark entity as draggable object
    ngDraggable: {}
});

Here is alternative notation: When you have a lot of components in default state, it useful to count of components by array

darlingjs.$e('box', ['ng2D', 'ng2DSize', 'ngPhysics', 'ngDraggable']}

Start The Game

To run update of game the world 60 times in second just use:

world.$start();

One frame emulation:

world.$update(1/60);

Create custom system with custom component

Create system that automaticaly increase life of any entities with 'ngLife' and 'lifeHealer' components. So you if you want to heal some entity you can just add 'lifeHealer' component to it.

Usage

//start healing entity

entity.$add('healer');

//stop healing entity

entity.$remove('healer');

Define component and system

//define healer component

world.$c('healer', { 
    power: 0.1,
    maxLife: 100.0
});

//define and add healer system to the game world
//!ATTENTION! in next verstion $node and $nodes will be changed to the $entity and $entities

world.$s('healerSystem', {

    //apply to components:
    $require: ['ngLife', 'healer'],

    //iterate each frame for each entity
    $update: ['$node', function($node) {
        if ($node.ngLife.life <= this.healer.maxLife) {
            //heals entity
            $node.ngLife.life += this.healer.power;
        } else {
            //stop healing when life reach of maxLife
            $node.$remove('healer');
        }
    }]
});

Inspired by

  • AngularJs - dependecy injections;
  • Ash - component, entity, system architecture;
  • CraftyJS - fluent api;

Pluggable darlingjs Modules

  • 2D Renderering uses pixi.js;
  • Physics uses emscripted box2d 2.2.1 or box2dweb 2.1a;
  • Performance (FPS/Mem) metter uses Stats.js;
  • Flatland (2D components);
  • Generators (systems of procedural generation of infinity world);
  • Particles (systems and components for emitting particles);
  • Player (components for store player state: score, life);

Comming soon Modules

  • Advanced Particle System;
  • AI
  • FlashJS, EaselJS Rendering;
  • Sound;
  • and so on.

Example of Usage

Game Engine now in active developing and here is just proof of concept.

var world = darlingjs.world('myGame', ['ngModule', 'flatWorld'], {
    fps: 60
});

world.$add('ngDOMSystem', { targetId: 'gameID' });
world.$add('ngFlatControlSystem');
world.$add('ng2DCollisionSystem');

world.$e('player', [
    'ngDOM', { color: 'rgb(255,0,0)' },
    'ng2D', {x : 0, y: 50},
    'ngControl',
    'ngCollision'
]);

for (var i = 0, l = 10; i < l; i++) {
    var fixed = Math.random() > 0.5;
    world.$e('obstacle_' + i, [
        'ngDOM', { color: fixed?'rgb(0, 255, 0)':'rgb(200, 200, 0)'},
        'ng2D', {x : 10 + 80 * Math.random(), y: 10 + 80 * Math.random()},
        'ngCollision', {fixed: fixed}
    ]);
}

world.$e('goblin', [
    'ngDOM', { color: 'rgb(255,0,0)' },
    'ng2D', {x : 99, y: 50},
    'ngRamble', {frame: {
        left: 50, right: 99,
        top: 0, bottom: 99
    }},
    'ngScan', {
        radius: 3,
        target: 'ngPlayer',
        switchTo: {
            e:'ngAttack',
            params: {
                switchTo:'ngRamble'
            }
        }
    },
    'ngCollision'
]);

world.$start();

Create Module

var ngModule = darlingjs.module('ngModule');

ngModule.$c('ngCollision', {
    fixed: false
});

ngModule.$c('ngScan', {
    target: 'ngPlayer'
});

ngModule.$c('ngRamble', {
    frame: {
        left: 0, right: 0,
        top: 0, bottom: 0
    }
});

ngModule.$c('ngPlayer', {
});

ngModule.$c('ngDOM', {
    color: 'rgb(255,0,0)'
});

ngModule.$c('ng2D', {
    x: 0.0,
    y: 0.0,
    width: 10.0,
    height: 10.0
});

ngModule.$c('ngControl', {
    speed: 10,
    keys:{ UP_ARROW: -90, DOWN_ARROW: 90, RIGHT_ARROW: 0, LEFT_ARROW: 180}
});

ngModule.$system('ng2DRamble', {
    
    $require: ['ngRamble', 'ng2D'],

    _updateTarget: function($node) {
        $node._target = {
            x: 4 * Math.random() - 2,
            y: 4 * Math.random() - 2
        };

        $node._target = this._normalizePosition($node._target, $node.frame);
    },

    _normalizePosition: function(p, frame) {
        if (p.x < frame.left) {
            p.x = frame.left;
        }

        if (p.x > frame.right) {
            p.x = frame.right;
        }

        if (p.y < frame.top) {
            p.y = frame.top;
        }

        if (p.y > frame.bottom) {
            p.y = frame.bottom;
        }
    },
    
    _distanceSqr: function(p1, p2) {
        var dx = p1.x - p2.x;
        var dy = p1.y - p2.y;
        return dx * dx + dy * dy;
    },

    $update: ['$node', function($node) {
        if (!$node._target) {
            this._updateTarget($node);
        } else if (this._distanceSqr($node.ng2D, $node._target) < 1) {
            this._updateTarget($node);
        } else {
            var dx = Math.abs($node._target.x - $node.ng2D.x);
            var dy = Math.abs($node._target.y - $node.ng2D.y);
            if (dx > dy) {
                $node.ng2D.x+= $node._target.x > $node.ng2D.x?1:-1;
            } else {
                $node.ng2D.y+= $node._target.y > $node.ng2D.y?1:-1;
            }
        }
    }]
})

ngModule.$system('ng2DCollisionSystem', {
    
    $require: ['ngCollision', 'ng2D'],
    
    _isLeftCollision: function(p1, p2) {
        return false;
    },
    
    _isRightCollision: function(p1, p2) {
        return false;
    },
    
    _isTopCollision: function(p1, p2) {
        return false;
    },
    
    _isBottomCollision: function(p1, p2) {
        return false;
    },
    
    $update: ['$nodes', function($nodes) {
        //TODO brute-force. just push away after collision
        for (var j = 0, lj = $nodes.length; j < lj; j++) {
            for ( var i = 0, li = $nodes.length; i < li; i++) {
                var node1p = $nodes[i].ng2D;
                var node2p = $nodes[j].ng2D;
                var node1Fixed = $nodes[i].ngCollision.fixed;
                var node2Fixed = $nodes[j].ngCollision.fixed;

                if (this._isLeftCollision(node1p, node2p)) {
                    //TODO shift nodes based on
                    node1Fixed, node2Fixed;
                } else if (this._isRightCollision(node1p, node2p)) {
                    //TODO shift nodes based on
                    node1Fixed, node2Fixed;
                } else if (this._isTopCollision(node1p, node2p)) {
                    //TODO shift nodes based on
                    node1Fixed, node2Fixed;
                } else if (this._isBottomCollision(node1p, node2p)) {
                    //TODO shift nodes based on
                    node1Fixed, node2Fixed;
                }
            }
        }
    }]
});

ngModule.$system('ng2DScan', {
    $require: ['ng2D', 'ngScan'],
    
    $update : ['$nodes', function($nodes) {
        //TODO brute-force. just push away after collision
        for (var j = 0, lj = $nodes.length; j < lj; j++) {
            for ( var i = 0, li = $nodes.length; i < li; i++) {

            }
        }
    }]
})

ngModule.$system('ngControlSystem', {
    $require: ['ng2D', 'ngControl'],
    
    _targetElementID: 'game',
    
    _target:null,
    
    _actions: {},
    
    _keyBinding: [],
    
    _keyBind: function(keyId, action) {
        this._keyBinding[keyId] = action;
        this._actions[action] = false;
    },
    
    $added: function() {
        this._keyBind(87, 'move-up');
        this._keyBind(65, 'move-left');
        this._keyBind(83, 'move-down');
        this._keyBind(68, 'move-right');

        this._target = document.getElementById(this._targetElementID);
        var self = this;
        this._target.addEventListener('keydown', function(e) {
            var action = self._keyBinding[e.keyID];
            if (action) {
                self._actions[action] = true;
            }
        });
        this._target.addEventListener('keyup', function(e) {
            var action = self._keyBinding[e.keyID];
            if (action) {
                self._actions[action] = false;
            }
        });
    },
    _speed: {x:0.0, y:0.0},
    _normalize: function(speed) {
        //TODO : ...
    },
    
    $update: ['$node', '$time', '$world', function($node, $time, $world) {
        var speed = this._speed;
        if (this._actions['move-up']) {
            speed.y = -1.0;
        }
        if (this._actions['move-down']) {
            speed.y = +1.0;
        }
        if (this._actions['move-left']) {
            speed.x = -1.0;
        }
        if (this._actions['move-right']) {
            speed.x = +1.0;
        }

        this._normalize(speed);

        $node.ng2D.x += speed.x * $time * $world.fps;
        $node.ng2D.y += speed.y * $time * $world.fps;
    }]
});

ngModule.$system('ngDOMSystem', {
    _targetElementID: 'game',
    
    _target: null,
    
    _element: null,
    
    _style: null,
    
    $require: ['ngDOM', 'ng2D'],
    
    $added: function() {
        if (this.target === null && this.targetId !== null) {
            this.target = document.getElementById(this.targetId);
        }
    },
    
    $addNode: function($node) {
        var element = document.createElement("div");
        var style = element.style;

        style.position = "absolute";

        $node._style = style;
        $node._element = element;
        this._target.appendChild(element);
    },
    
    $removeNode: function($node) {
        //TODO:
        this._target.removeChild($node._element);
    },
    
    $update: ['$node', function($node) {
        var style = $node._style;
        style.left = $node.ng2D.x + 'px';
        style.top = $node.ng2D.y + 'px';
    }]
});

Copyrights

Logo by Alena Krevenets (Burenka) http://burenkaz.daportfolio.com/

Bitdeli Badge

darlingjs's People

Contributors

bitdeli-chef avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

darlingjs's Issues

advanced recipes

concept

var recipe = darling.recipe(function(pipeline, ops) {
  return pipeline
    .pipe(system1(ops.system1))
    .pipe(system2(ops.system2));
});

lazy systems updates on Promises / Async

support such use case:

darling.system({
  lazy: true,
  updateAll: function(entities) {
    return new Promise((resolve, reject) => {
      //TODO: do some lazy job
    });
  }
})

plan darlingai

  • https://github.com/darlingai - there will be page (https://darlingai.github.io)
  • research existing virtual env for AI agents (which value I could bring with browser based env)
  • design modern API
  • make plans to support modern js (code style and env)
  • get simple example to train AI (for example pingpong)
  • heavily relay on node.js (to allow server side/headless simulation) but keep browser support
  • what should be MVP
  • stop using $
  • start using mocha
  • get read of grunt and use rollup

get other entities by component(s)

Example:
request target for entities with ai.

concept

//version A
world
  .require('target')
  .pipe(dosometing())
  .pipe(onemore())
  .live(once())

//version B
entities
  .catch('target')
  .pipe(dosometing())
  .pipe(onemore())
  .live(once())

//version C
world
  .filter('target')
  .pipe(dosometing())
  .pipe(onemore())
  .live(once())

tap into a pipeline chain

Tap into the pipeline chain in order to perform operations on intermediate results within the chain

concept

darling.world()
  .pipeline(system1())
  .pipeline({
    tap: function(entities, interval, world) {
      //do some magic in between system1 and system2
    }
  })
  .pipeline(system2());

fps option depricated?

The documention indicates that the fps can be specified when creating the world object.... but from what I can tell the rate is dictated by the window.requestAnimationFrame function.

util function to squeeze sequence of pipes in one

useful to create common recipes for modules

concept:

var recipe = function(ops) {
  return  {
    ops: ops,
    sequence: [
      system1,
      system2
    ]
  };
};

alternative:

var recipe = darling.recipe(function(pipeline, ops) {
  return pipeline
    .pipe(system1(ops.system1))
    .pipe(system2(ops.system2));
});

alternative 2:

var recipe = darling.recipe.sequence([
  system1(),
  system2()
]);

usage:

darling.world()
  .pipe(recipe({
    system1: 'query',
    system2: 123
  })
  .pipe(doSomething());

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.