feat: add poc
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14
src/core/Component.js
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14
src/core/Component.js
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/**
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* Base Component class for ECS architecture
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* Components are pure data containers
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*/
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export class Component {
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constructor(type) {
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this.type = type;
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}
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static getType() {
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return this.name;
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}
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}
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139
src/core/Engine.js
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139
src/core/Engine.js
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import { System } from './System.js';
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import { Entity } from './Entity.js';
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import { EventBus } from './EventBus.js';
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/**
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* Main game engine - manages ECS, game loop, and systems
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*/
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export class Engine {
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constructor(canvas) {
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this.canvas = canvas;
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this.ctx = canvas.getContext('2d');
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this.entities = [];
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this.systems = [];
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this.events = new EventBus();
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this.running = false;
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this.lastTime = 0;
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// Set canvas size
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this.canvas.width = 1024;
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this.canvas.height = 768;
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// Game state
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this.deltaTime = 0;
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}
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/**
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* Add a system to the engine
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*/
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addSystem(system) {
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if (system instanceof System) {
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system.init(this);
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this.systems.push(system);
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// Sort by priority (lower priority runs first)
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this.systems.sort((a, b) => a.priority - b.priority);
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}
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return this;
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}
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/**
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* Emit an event locally
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*/
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emit(event, data) {
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this.events.emit(event, data);
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}
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/**
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* Subscribe to an event
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*/
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on(event, callback) {
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return this.events.on(event, callback);
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}
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/**
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* Create and add an entity
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*/
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createEntity() {
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const entity = new Entity();
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this.entities.push(entity);
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return entity;
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}
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/**
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* Remove an entity
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*/
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removeEntity(entity) {
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const index = this.entities.indexOf(entity);
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if (index > -1) {
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this.entities.splice(index, 1);
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}
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}
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/**
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* Get all entities
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*/
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getEntities() {
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return this.entities.filter(e => e.active);
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}
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/**
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* Main game loop
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*/
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start() {
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if (this.running) return;
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this.running = true;
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this.lastTime = performance.now();
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this.gameLoop();
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}
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/**
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* Stop the game loop
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*/
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stop() {
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this.running = false;
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}
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/**
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* Game loop using requestAnimationFrame
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*/
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gameLoop = (currentTime = 0) => {
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if (!this.running) return;
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// Calculate delta time
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this.deltaTime = (currentTime - this.lastTime) / 1000; // Convert to seconds
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this.lastTime = currentTime;
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// Clamp delta time to prevent large jumps
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this.deltaTime = Math.min(this.deltaTime, 0.1);
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// Update all systems
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const menuSystem = this.systems.find(s => s.name === 'MenuSystem');
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const gameState = menuSystem ? menuSystem.getGameState() : 'playing';
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const isPaused = gameState === 'paused' || gameState === 'start';
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this.systems.forEach(system => {
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// Skip game systems if paused/start menu (but allow MenuSystem, UISystem, and RenderSystem)
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if (isPaused && system.name !== 'MenuSystem' && system.name !== 'UISystem' && system.name !== 'RenderSystem') {
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return;
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}
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system.update(this.deltaTime, this.entities);
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});
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// Update input system's previous states at end of frame
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const inputSystem = this.systems.find(s => s.name === 'InputSystem');
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if (inputSystem && inputSystem.updatePreviousStates) {
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inputSystem.updatePreviousStates();
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}
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// Continue loop
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requestAnimationFrame(this.gameLoop);
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}
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/**
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* Clear the canvas
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*/
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clear() {
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this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
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}
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}
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58
src/core/Entity.js
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58
src/core/Entity.js
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/**
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* Entity class - represents a game object with a unique ID
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* Entities are just containers for components
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*/
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export class Entity {
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static nextId = 0;
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constructor() {
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this.id = Entity.nextId++;
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this.components = new Map();
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this.active = true;
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}
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/**
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* Add a component to this entity
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*/
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addComponent(component) {
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this.components.set(component.type, component);
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return this;
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}
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/**
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* Get a component by type
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*/
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getComponent(type) {
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return this.components.get(type);
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}
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/**
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* Check if entity has a component
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*/
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hasComponent(type) {
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return this.components.has(type);
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}
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/**
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* Check if entity has all specified components
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*/
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hasComponents(...types) {
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return types.every(type => this.components.has(type));
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}
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/**
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* Remove a component
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*/
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removeComponent(type) {
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this.components.delete(type);
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return this;
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}
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/**
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* Get all components
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*/
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getAllComponents() {
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return Array.from(this.components.values());
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}
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}
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57
src/core/EventBus.js
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57
src/core/EventBus.js
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/**
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* Lightweight EventBus for pub/sub communication between systems
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*/
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export const Events = {
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// Combat Events
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DAMAGE_DEALT: 'combat:damage_dealt',
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ENTITY_DIED: 'combat:entity_died',
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// Evolution Events
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EVOLVED: 'evolution:evolved',
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MUTATION_GAINED: 'evolution:mutation_gained',
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// Leveling Events
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EXP_GAINED: 'stats:exp_gained',
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LEVEL_UP: 'stats:level_up',
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// Skill Events
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SKILL_LEARNED: 'skills:learned',
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SKILL_COOLDOWN_STARTED: 'skills:cooldown_started'
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};
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export class EventBus {
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constructor() {
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this.listeners = new Map();
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}
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/**
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* Subscribe to an event
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*/
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on(event, callback) {
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if (!this.listeners.has(event)) {
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this.listeners.set(event, []);
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}
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this.listeners.get(event).push(callback);
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return () => this.off(event, callback);
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}
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/**
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* Unsubscribe from an event
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*/
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off(event, callback) {
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if (!this.listeners.has(event)) return;
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const callbacks = this.listeners.get(event);
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const index = callbacks.indexOf(callback);
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if (index > -1) {
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callbacks.splice(index, 1);
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}
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}
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/**
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* Emit an event
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*/
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emit(event, data) {
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if (!this.listeners.has(event)) return;
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this.listeners.get(event).forEach(callback => callback(data));
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}
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}
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45
src/core/System.js
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45
src/core/System.js
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/**
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* Base System class for ECS architecture
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* Systems contain logic that operates on entities with specific components
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*/
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export class System {
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constructor(name) {
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this.name = name;
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this.requiredComponents = [];
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this.priority = 0; // Lower priority runs first
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}
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/**
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* Check if an entity matches this system's requirements
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*/
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matches(entity) {
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if (!entity.active) return false;
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return this.requiredComponents.every(componentType =>
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entity.hasComponent(componentType)
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);
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}
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/**
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* Update method - override in subclasses
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*/
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update(deltaTime, entities) {
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// Filter entities that match this system's requirements
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const matchingEntities = entities.filter(entity => this.matches(entity));
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this.process(deltaTime, matchingEntities);
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}
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/**
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* Process matching entities - override in subclasses
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*/
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process(_deltaTime, _entities) {
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// Override in subclasses
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}
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/**
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* Called when system is added to engine
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*/
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init(engine) {
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this.engine = engine;
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}
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}
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