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ecstatic.d.ts
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ecstatic.d.ts
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/* eslint-disable @typescript-eslint/no-explicit-any */
export type Tag = string | number;
export type ClassConstructor<T> = { new (...args: any[]): T };
export type EntityId = string;
export type EntityState =
| "creating"
| "created"
| "destroying"
| "destroyed"
| "error";
export class Entity<CT> {
get id(): string;
get world(): World<CT>;
/**
* Get the current state of the entity.
*/
get state(): EntityState;
constructor(world: World<CT>);
/**
* Add a component to an Entity
*/
add<T extends CT>(component: T): this;
/**
* Add a tag to a component
*/
addTag(tag: Tag): this;
/**
* Check to see if the entity has a specific component.
*/
has<T extends CT>(cType: ClassConstructor<T>): boolean;
/**
* Check to see if an entity tagged with a given tag.
*/
hasTag(tag: Tag): boolean;
/**
* Get a component that belongs to an entity.
*/
get<T extends CT>(cl: ClassConstructor<T>): T;
/**
* Get all components that have been added to an entity, via a ComponentCollection
*/
getAll(): ComponentCollection<CT>;
/**
* Get all components that have been added to an entity, via a ComponentCollection.
* Does the same thing as entityInstance.getAll().
*/
get components(): ComponentCollection<CT>;
/**
* Retrieves all the tags that have been added to this entity.
*/
get tags(): Set<Tag>;
/**
* Remove a component from an entity.
* @param cType A component class, eg MyComponent
*/
remove(cType: ClassConstructor<CT>): this;
/**
* Remove a tag from an entity
*/
removeTag(tag: Tag): this;
/**
* Clears all components from an Entity
*/
clear(): this;
/**
* Remove all tags on an entity
*/
clearTags(): this;
/**
* Sets the state of the entity to 'created'. that's it.
*/
finishCreation(): void;
/**
* Destroy an entity. Actual destruction is deferred until after the next pass of systems.
* This gives the systems a chance to do any cleanup that might be needed.
*/
destroy(): void;
/**
* Immediately destroy an entity. does not defer until after a systems pass like entity.destroy() does.
*/
destroyImmediately(): void;
/**
* Convert Entity to a DevEntity. Very helpful in for debugging.
*/
toDevEntity(): DevEntity<CT>;
}
export interface DevEntityTableRow {
id: string;
components: string;
tags: string;
systems: string;
}
export class DevEntity<CT> {
id: string;
components: Record<string, CT>;
tags: Tag[];
systems: string[];
constructor(entity: Entity<CT>, world: World<CT>);
toTableRow(): DevEntityTableRow;
}
interface DevSystemComps {
system: string;
components: string;
}
declare class DevTools<CT> {
world: World<CT>;
constructor(world: World<CT>);
/**
* display the all systems of the world, and the components required by each system.
* Super helpful to use with console.table()
* @example
* ```
* console.table(world.dev.systemComponents);
* ```
*/
get systemComponents(): DevSystemComps[];
/**
* Create an array of DevEntites. Can be very helpful for things like inspecting component state,
* and which systems will be called on an entity.
* @example
* ```
* console.table(world.dev.entities);
*
* // Pro tip! try displaying a table of entities with console.table and DevEntity.toTableRow().
* console.table(world.dev.entities.map(devEntity => devEntity.toTableRow()));
* ```
*/
get entities(): DevEntity<CT>[];
}
export class ComponentCollection<CT> {
components: Map<string, CT>;
add(component: CT): void;
update<T extends CT>(
cl: ClassConstructor<CT>,
func: (c: T) => T
): void;
/**
* Remove a component.
* @param cType Class of component to remove.
*/
remove(cType: ClassConstructor<CT>): void;
/**
* Get a component that matches the passed class.
* Will throw an error if an instance of the given component
* doesn't exist in the collection, so if you don't know if it's safe
* to get a component, you should test with has() or hasByName() first.
* You have been warned.
* @param cl component Class reference.
*/
get<T extends CT>(cl: ClassConstructor<T>): T;
/**
* Test to see if the collection contains a specific Class or Classes.
* @param cType component Class, or array of component Classes.
*/
has(cType: ClassConstructor<CT> | ClassConstructor<CT>[]): boolean;
/**
* Test to see if the collection has a component instance based on a
* class name. Some build steps/minifiers will change the name of Classes,
* so it's usually best to pass in a MyClass.name instead of 'MyClass'.
* @param cName The name of a Class, or array of Class names.
*/
hasByName(cName: string | string[]): boolean;
/**
* Get the component type names that are currently being used in the collection.
*/
get componentTypes(): string[];
/**
* Get the current number of components that are in the collection.
*/
get size(): number;
toDevComponents(): Record<string, CT>;
}
export type System = () => void;
export interface SystemFuncArgs<CT> {
entity: Entity<CT>;
components: ComponentCollection<CT>;
world: World<CT>;
index: number;
size: number;
isFirst: boolean;
isLast: boolean;
}
export type SystemFunc<CT> = (
args: SystemFuncArgs<CT>
) => void;
declare class Systems<CT> {
world: World<CT>;
systemFuncBySystemName: Map<string, SystemFunc<CT>>;
compNamesBySystemName: Map<string, string[]>;
constructor(world: World<CT>);
add(cTypes: ClassConstructor<CT>[], systemFunc: SystemFunc<CT>, funcName?: string): this;
run(): void;
}
declare class World<CT> {
componentCollections: Map<EntityId, ComponentCollection<CT>>;
entities: Map<EntityId, Entity<CT>>;
entitiesByCTypes: Map<string[], Set<EntityId>>;
entitiesByTags: Map<Tag, Set<EntityId>>;
/**
* Provides access to systems added to the world.
* Exposes the all important `world.systems.run()` method, so you can run your systems.
*/
systems: Systems<CT>;
/**
* Lots of cool things to help view the state of the world. Check it out!
*/
dev: DevTools<CT>;
/**
* "finds" a single entity based on a predicate
*/
find: (predicate: (entity: Entity<CT>) => boolean) => Entity<CT> | null;
/**
* "finds" all entities based on a predicate, kinda like filter.
*/
findAll: (predicate: (entity: Entity<CT>) => boolean) => Entity<CT>[];
/**
* "locates" a single entity based on its Components.
*/
locate: (cl: ClassConstructor<CT> | ClassConstructor<CT>[]) => Entity<CT> | null;
/**
* Locates all entities that contain the components named
*/
locateAll: (cl: ClassConstructor<CT> | ClassConstructor<CT>[]) => Entity<CT>[];
/**
* Grabs the first entity, and its related component, that matches the component type.
* @example
* ```
* const { entity, component } = world.grab(MyComponent);
* ```
*/
grab: <T extends CT>(
cl: ClassConstructor<T>
) => { entity: Entity<CT>; component: T } | null;
/**
* Grab single component based on component type and predicate.
*
* @example
* ```typescript
* const { entity, component } = world.grabBy(FirstComponent, (comp) => comp.id == 'awesome')
* ```
*/
grabBy: <T extends CT>(
cl: ClassConstructor<T>,
predicate: (comp: T) => boolean
) => { entity: Entity<CT>; component: T } | null;
/**
* Grab all the components primarily, and the entities if needed
*/
grabAll: <T extends CT>(
cl: ClassConstructor<T>
) => { entity: Entity<CT>; component: T }[];
/**
* Given an entity id and componentType, returns component
*/
get: <T extends CT>(eid: EntityId, cl: ClassConstructor<T>) => T;
/**
* Find and get the first instance of a component, without any associated entities.
* Helpful is you know that only one instance of a component exists across all entities.
* @param cl Component Class Contructor
* @param defaultValue A default component instance if no components are found.
*/
getComponent<T extends CT>(cl: ClassConstructor<T>): T | null;
getComponent<T extends CT>(cl: ClassConstructor<T>, defaultValue?: T): T;
/**
* Get an entity that has been tagged with the given tag, or return null;
*/
getTagged(tag: Tag): Entity<CT> | null;
/**
* Get all entities that have been given a tag.
*/
getAllTagged(tag: Tag): Entity<CT>[];
/**
* Add a component on the given entity
*/
add: <T extends CT>(eid: EntityId, component: T) => this;
/**
* Remove a component from the given entity.
* NOTE: This will change what systems will be called on the entity.
*/
remove: (eid: EntityId, cType: ClassConstructor<CT>) => this;
/**
* Add a system to the world.
*/
addSystem(cTypes: ClassConstructor<CT>[], systemFunc: SystemFunc<CT>, funcName?: string): this;
/**
* Setup an entity to exist in the given world. This is mostly an internal method, but exposed just in case.
*/
registerEntity(entity: Entity<CT>): World<CT>;
/**
* Remove all components from a given entity
*/
clearEntityComponents(entityId: EntityId): this;
/**
* Create an entity that is in the world.
* Basically just new Entity(world), but saves an import of Entity.
*/
createEntity(): Entity<CT>;
/**
* Destroys an entity
*/
destroyEntity(entityId: EntityId): this;
}