An ECS framework (and robust input system) for the web.
import { createWorld, type WorldState } from "@prsm/ngn";
import {
inputSystem,
gamepad,
GamepadMapping,
SCUFVantage2,
onGamepadConnected,
} from "@prsm/ngn/input";
// Create a mapping with unique button/key names.
const MyMapping = (): GamepadMapping => {
return Object.assign(SCUFVantage2(), {
axes: {
2: "LookHorizontal",
3: "LookVertical",
},
buttons: {
0: "Sprint", // X
2: "Jump", // â–
3: "Action", // â–˛
},
});
};
// Assign this mapping to gamepads when they connect.
onGamepadConnected((e: GamepadEvent) => {
gamepad(e.gamepad.index).useMapping(MyMapping);
});
// Create a world
const {
state,
query,
createEntity,
addSystem,
start,
step,
defineMain,
} = createWorld();
// Create components
const Position = () => ({ x: 0, y: 0 });
const Velocity = () => ({ x: 0, y: 0 });
const Alive = () => ({});
const Dead = () => ({});
// Create entities
const player =
createEntity()
.addComponent(Position)
.addComponent(Velocity)
.addComponent(Alive)
.addTag("player");
Array
.from(Array(50))
.forEach((i) =>
createEntity({ name: `monster ${i}`, hp: 100 })
.addComponent(Position)
.addComponent(Velocity)
.addComponent(Alive)
.addTag("monster");
// Create queries
const movables = query({ and: [Position, Velocity] });
const livingMonsters = query({ tag: ["monster"], and: [Alive] });
const deadOrAliveMonsters = query({ tag: ["monster"], or: [Dead, Alive] });
// Create systems
const moveSystem = (_: WorldState) => {
movables((results) => {
results.forEach(({ entity, Position, Velocity }) => {
Position.x += Velocity.x;
Position.y += Velocity.y;
});
});
};
const monsterDeathSystem = (_: WorldState) => {
livingMonsters((results) => {
results.forEach(({ entity }) => {
if (entity.hp <= 0) {
entity.removeComponent(Alive);
}
})
});
// Just for demonstration of 'or' query results:
deadOrAliveMonsters((results) => {
// Since this query uses 'or', `Dead` OR `Alive` will be
// present on the results. You will need to check for existence:
results.forEach(({ entity, Dead, Alive }) => {
if (Dead) { }
if (Alive) { }
});
});
};
const gravitySystem = (w: WorldState) => {
movables((results) => {
results.
forEach(({ Velocity }) => {
Velocity.y += 4.9 * w.time.delta;
})
});
};
const playerControlSystem = (_: WorldState) => {
if (gamepad(0).getButton("Jump").justPressed) {
player.getComponent(Velocity).y = 1;
}
};
// Add or remove systems at any time
addSystem(inputSystem, moveSystem, monsterDeathSystem);
// Finally, define your main entry point with `defineMain`:
defineMain(() => {
// Once `start` is called, this will be called every frame.
// Call `step` to call each registered system, passing the state of the world to each.
//
// This is intentionally handled by *you*, because there's a good chance
// you'd prefer to dictate the order of execution here.
step();
});
start();
npm install @prsm/ngn
const {
state,
createEntity,
getEntity,
onEntityCreated,
query,
addSystem,
removeSystem,
start,
stop,
step,
} = createWorld();
-
state
- Stores all the entities.
- Tracks relationships between entities and components for fast lookups.
- Tracks query dependencies and caches results.
- Is passed to all systems (if you use ngn's system mechanics, which is optional).
- Contains a useful
time
object that looks like:
state.time.delta
- time since last frame in ms, unaffected by scale.state.time.loopDelta
- time since last call to main game loop, affected by sclae. useful for calculations involving time and scale.state.time.scale
- time scale. (default:1
, valid:0.1 - 1
).- Does not affect framerate at all. The scale determines how often to call the main game loop (if you use choose to use ngn's ticker). On a 60hz display, at a scale of 1, the main game loop is called every 16
ms, and every 33ms at a scale of 0.5.
- Does not affect framerate at all. The scale determines how often to call the main game loop (if you use choose to use ngn's ticker). On a 60hz display, at a scale of 1, the main game loop is called every 16
state.time.elapsed
- time sincestart
was called in ms.state.time.fps
- frames per second.
This table may help provide clarity to the behavior of time.scale
.
scale | fps | delta | loopDelta |
---|---|---|---|
1 | 120 | 8.33 | 8.33 |
0.5 | 120 | 8.33 | 16.66 |
0.1 | 120 | 8.33 | 83.33 |
-
World > createEntity
const { id, addTag, removeTag, getTag, addComponent, hasComponent, getComponent, removeComponent, destroy, } = createEntity({ optional: "default values" });
Forcefully setting the entity ID
You can forcefully set the entity ID by providing it as one of the properties of the object passed to
createEntity
. This is a feature that's probably not very useful in the context of this library alone, but this is a critical feature that@prsm/ngn-net
relies on. An authoritative game server must be able to assign IDs to entities.// IDs are not numbers, but this example serves to // illustrate a behavior. // This entity will have id 1 (not really, but go with it). const firstEntity = createEntity(); // Now this entity has id 1, and `firstEntity` has id 2. const secondEntity = createEntity({ id: 1 }); // This entity has id 3. const thirdEntity = createEntity();
-
Entity > addTag
Adds a tag to the entity. Tags are only useful for querying entities. An entity can only have one tag.
entity.addTag("coin");
-
Entity > removeTag
Removes the tag from the entity.
entity.removeTag();
-
Entity > getTag
Returns the tag of the entity.
const tag = entity.getTag();
-
Entity > destroy
Destroys the entity. Removes it from the world.
entity.destroy();
-
-
World > getEntity
Returns the entity with the given ID.
const entity = getEntity("ngnluxhlpj30271be3f727d31");
-
Entity > addComponent
Adds a component to the entity. Components are functions that return an object. An entity can only have one of each type of a component. Components are just stored as an array of objects on the entity.
const Position = () => ({ x: 50, y: 50 }); const Velocity = () => ({ x: 0, y: 0 }); entity.addComponent(Position).addComponent(Velocity); // entity: // { // ..., // components: [ // { x: 50, y: 50 }, <-- Position // { x: 0, y: 0 }, <-- Velocity // ], // }
If the object returned by the component function includes an
onAttach
function, it is called at this time.const MeshComponent = () => ({ entityId: null, mesh: null, onAttach(entity: Entity) { this.entityId = entity.id; }, });
You can override default values:
entity.addComponent(Position, { y: 10 }); // entity: // { // ..., // components: [ // { x: 50, y: 10 }, <-- Position // ], // }
-
Entity > hasComponent
Returns
true
if the entity has the component.const hasPosition = entity.hasComponent(Position);
-
Entity > getComponent
Returns the component of the entity.
const position = entity.getComponent<typeof Position>(Position);
-
Entity > removeComponent
Removes the component from the entity. Provide either the component function or the string name of the component (
.name
property).entity.removeComponent(Position); // is the same as: entity.removeComponent("Position");
If the object returned by the component function includes an
onDetach
function, it is called at this time.const MeshComponent = () => ({ mesh: null, onDetach(entity: Entity) { if (mesh) { dispose(mesh); } }, });
Occasionally you will want to override the component defaults when instantiating a component.
You can do something like addComponent(Position, { y: CURRENT_Y })
, but for something more generic you can extend
the component:
import { extend } from "@prsm/ngn";
const Health = () => ({ max: 100 });
const WarriorHealth = extend(Health)({ max: 200 });
const MageHealth = extend(Health)({ max: 75 });
// Internally, `WarriorHealth` and `MageHealth` are still
// identified as a `Health` components.
// This means that queries that match against `Health` will be updated
// to include anything that has `WarriorHealth` or `MageHealth`.
warriorEntity.addComponent(WarriorHealth));
const mortals = query({ and: [Health] });
mortals((results) => {
// results includes warriorEntity
});
-
World > query
Queries the world for entities with the given tags and components.
query
returns a function that accepts a callback. The callback is immediately called with an array of results. Each result is an object that contains anentity
key, and a key for each component that is found on the entity.query
accepts an object with the following properties:{ and: [], // matched Entities will have all of these components or: [], // matched Entities will have any of these components not: [], // matched Entities will have none of these components tags: [], // matched Entities will have any of these tags }
createEntity().addComponent(Position).addComponent(Velocity); createEntity().addComponent(Position).addComponent(Velocity).addComponent(Dead); const movables = query({ and: [Position, Velocity], not: [Dead] }); movables((results) => { results.forEach(({ Position, Velocity }) => { Position.x += Velocity.x; Position.y += Velocity.y; }); });
For optimum performance, query results are cached while entity state is clean. When an entity is created, destroyed, or has a component added or removed, the cache is invalidated.
-
World > addSystem
Adds a system to the world. Systems are either:
- A function that receives the
WorldState
as its only argument. - An object with an
update
function that receives theWorldState
as its only argument. - An instance of a class that has an
update
function that receives theWorldState
as its only argument.
None of these need to return anything, and the
WorldState
they receive is mutable.Systems are called in the order they were added.
const MovementSystem = (state: WorldState) => {}; addSystem(MovementSystem); const MovementSystem = { update: (state: WorldState) => {} }; addSystem(MovementSystem); class MovementSystem { update(state: WorldState) {} } addSystem(new MovementSystem());
- A function that receives the
-
World > removeSystem
Removes a system from the world. Preserves the order of the remaining systems.
removeSystem(movableSystem);
World > defineMain
Defines the main program loop. The callback will be called every frame once
start
is called.defineMain(() => { // .. });
-
World > start
Starts the main program loop. Does not do anything other than call the callback provided to
defineMain
.You can use your own loop instead of this one if you prefer, but the builtin loop does things like calculate fps and frame delta for you. These values are stored in
state.time
. If you create your own loop, it would be a good idea to calculate these values yourself and populatestate.time
with them.start();
-
World > stop
Stops the main program loop (which was defined by passing it to
defineMain
).// if gameover, or something stop();
-
World > step
Calls all systems once. Passes the
WorldState
to each system. You should do this in your main program loop, e.g.:const main = () => { step(); }; defineMain(main); start(); // later on: stop();
Some completely optional extras are provided.
This input system recognizes keyboard, mouse and gamepad input and has a simple API.
There is a provided input system that is responsible for deriving the state of devices from their inputs. Import it, and make sure it's called before any systems that depend on the latest input state.
import { inputSystem } from "@prsm/ngn/input";
world.addSystem(inputSystem);
For keyboard and mouse devices, the state of a button is represented as a ButtonState
object:
export interface ButtonState {
// This is true for one frame only.
justPressed: boolean;
// This is true for as long as the button is being pressed.
pressed: boolean;
// This is true for one frame only.
justReleased: boolean;
}
Gamepad button state is represented as a GamepadButtonState
object:
export interface GamepadButtonState extends ButtonState {
// This is true for as long as the button is being touched (e.g. the touchpad on a PS5 controller)
touched: boolean;
// This is the value of the button, between 0 and 1. For triggers, this is the amount the trigger is pressed.
value: number;
}
import { mouse } from "@prsm/ngn/input";
-
useMapping
mouse.useMapping(m: MouseMapping): void
Defines a human-readable mapping to mouse buttons and axes.
By default, the
StandardMouse
mapping is used and you probably don't need to call this. -
getButton
mouse.getButton(): ButtonState
Returns the state of a mouse button, e.g.:
const { pressed, justPressed, justReleased, } = mouse.getButton("Mouse1");
-
getAxis
mouse.getAxis(axis: string): number
Returns the value of a mouse axis. With the
StandardMouse
mapping, the axes are:Horizontal
,Vertical
, andWheel
. -
getPosition
mouse.getPosition(): { x: number, y: number }
Returns the position of the mouse relative to the window.
-
getAcceleration
mouse.getAcceleration(): number
Returns the acceleration of the mouse.
import { keyboard } from "@prsm/ngn/input";
-
useMapping
keyboard.useMapping(m: KeyboardMapping): void
Defines a human-readable mapping to keyboard keys.
By default, the
StandardKeyboard
mapping is used and you probably don't need to call this, unless you want to rename some keys:import { StandardKeyboard } from "@prsm/ngn"; const MyKeyboardMapping = (): KeyboardMapping => { return { ...StandardKeyboard(), [KeyboardKey.Space]: "Jump", [KeyboardKey.KeyC]: "FireLazerz", } }; keyboard.useMapping(MyKeyboardMapping); keyboard.getKey("FireLazerz");
-
getKey
keyboard.getKey(b: string): ButtonState
Returns the state of a keyboard key. The key should be the human readable name value defined in the mapping used.
import { gamepad } from "@prsm/ngn/input";
-
useMapping
gamepad(index: number).useMapping(m: GamepadMapping): void
Defines a human-readable mapping to gamepad buttons and axes.
The default mapping is assigned by inspecting the
Gamepad.id
property.You can see all of the built-in mappings
here
, which includes mappings for PlayStation5, Xbox, and SCUF Vantage 2 controllers.PRs that add additional mappings are welcome!
-
getButton
gamepad(index: number).getButton(button: string): GamepadButtonState
Returns the state of a gamepad button.
-
getAxis
gamepad(index: number).getAxis(axis: string): number
Returns the value of a gamepad axis.
if (gamepad(0).getAxis("Look") < 0) { /* Left */ }
-
device
gamepad(index: number).device: Gamepad
Returns the Gamepad object from the navigator at the provided index.
-
rumble
gamepad(index: number).rumble(options: RumbleOptions): void
Rumble the device.
gamepad(1).rumble({ startDelay: 0, duration: 500, strongMagnitude: 1.0, weakMagnitude: 1.0, });
import { keyboard, mouse, gamepad } from "@prsm/ngn/input";
if (gamepad(0).getAxis("Look") < 0) { /* Left */ }
if (gamepad(0).getAxis("Look") > 0) { /* Right */ }
gamepad(1).rumble({
startDelay: 0,
duration: 500,
strongMagnitude: 1.0,
weakMagnitude: 1.0,
});
import { keyboard } from "@prsm/ngn/input";
if (keyboard.getKey("Space").justPressed) { /* Jump! */ }
import { mouse } from "@prsm/ngn/input";
if (mouse.getAxis("Wheel")) { /* Scrolling */ }
if (mouse.getAcceleration() > 5) { /* Woah, slow down */ }
-
logSystem
This log system takes advantage of
state.time.delta
to expire log entries over time. By default, this is 10 seconds, but this is configurable.The whole point of this system is to draw debug messages to a canvas, but have them disappear after a while.
import { createLogSystem } from "@prsm/ngn"; const logSystem = createLogSystem({ maxLifetime: 5_000 }); addSystem(logSystem); logSystem.log("some useful debug message"); logSystem.expiringLogs.forEach(({ message }, index) => { drawTextToCanvas(message, { x: 0, y: index * 20 }); });