64 lines
1.8 KiB
TypeScript
64 lines
1.8 KiB
TypeScript
import { Entity } from './Entity.ts';
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import type { Engine } from './Engine.ts';
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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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/** Unique identifier for the system */
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readonly name: string;
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/** List of component types required by this system */
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requiredComponents: string[];
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/** Execution priority (lower runs first) */
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priority: number;
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/** Reference to the game engine */
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protected engine!: Engine;
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/**
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* @param name - The unique name of the system
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*/
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constructor(name: string) {
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this.name = name;
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this.requiredComponents = [];
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this.priority = 0;
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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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* @param entity - The entity to check
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* @returns True if the entity is active and has all required components
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*/
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matches(entity: Entity): boolean {
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if (!entity.active) return false;
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return this.requiredComponents.every((componentType) => entity.hasComponent(componentType));
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}
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/**
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* Main update entry point called every frame.
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* @param deltaTime - Time elapsed since last frame in seconds
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* @param entities - All entities in the engine
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*/
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update(deltaTime: number, entities: Entity[]): void {
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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. To be implemented by subclasses.
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* @param _deltaTime - Time elapsed since last frame in seconds
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* @param _entities - Filtered entities that match this system
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*/
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process(_deltaTime: number, _entities: Entity[]): void {}
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/**
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* Called when system is added to engine.
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* @param engine - The game engine instance
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*/
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init(engine: Engine): void {
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this.engine = engine;
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}
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}
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