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An Entity System Framework for game development. Based on Artemis.

dartemis #

Build Status Coverage Status Pub

Content #

About #

dartemis is a Dart port of the Entity System Framework Artemis.

The original has been written in Java by Arni Arent and Tiago Costa and can be found here: https://gamadu.com/artemis/ (archived) with the source available here: https://code.google.com/p/artemis-framework/

Ports for other languages are also available:

Some useful links about what an Entity System/Entity Component System is:

Getting started #

  1. Add dartemis to your project by adding it to your pubspec.yaml:

    dependencies:
      dartemis: any
    
  2. Import it in your project:

    import 'package:dartemis/dartemis.dart';
    
  3. Create a world:

    final world = World();
    
  4. Create an entity from a list of components. Entities with different components will be processed by different systems:

    world.createEntity([
      Position(0, 0), 
      Velocity(1, 1),
    ]);
    

    A Component is a pretty simple structure and should not contain any logic:

    class Position extends Component {
      num x, y;
      Position(this.x, this.y);
    }
    

    Or if you want to use a PooledComponent:

    class Position extends PooledComponent {
      late num x, y;
        
      Position._();
      factory Position(num x, num y) {
        final position = Pooled.of<Position>(() => Position._())
          ..x = x
          ..y = y;
        return position;
      }
    }
    

    By using a factory constructor and calling the static function Pooled.of, dartemis is able to reuse destroyed components and they will not be garbage collected.

  5. Define a systems that should process your entities. The Aspect defines which components an entity needs to have in order to be processed by the system:

    class MovementSystem extends EntityProcessingSystem {
      late Mapper<Position> positionMapper;
      late Mapper<Velocity> velocityMapper;
    
      MovementSystem() : super(Aspect.forAllOf([Position, Velocity]));
    
      void initialize() {
        // initialize your system
        // Mappers, Systems and Managers have to be assigned here
        // see dartemis_builder if you don't want to write this code
        positionMapper = Mapper<Position>(world);
        velocityMapper = Mapper<Velocity>(world);
      }
    
      void processEntity(int entity) {
        Position position = positionMapper[entity];
        Velocity vel = velocityMapper[entity];
        position
          ..x += vel.x * world.delta
          ..y += vel.y * world.delta;
      }
    }
    

    Or using dartemis_builder

    part 'filename.g.part';
       
    @Generate(
      EntityProcessingSystem,
      allOf: [
        Position,
        Velocity,
      ],
    )
    class SimpleMovementSystem extends _$SimpleMovementSystem {
      @override
      void processEntity(int entity, Position position, Velocity velocity) {    
        position
          ..x += velocity.x * world.delta
          ..y += velocity.y * world.delta;
      }
    }
    
  6. Add your system to the world:

    world.addSystem(MovementSystem());
    
  7. Initialize the world:

    world.initialize();   
    
  8. Usually your logic requires a delta, so you need to set it in your game loop:

    world.delta = delta;
    
  9. In your game loop you then process your systems:

    world.process();
    

Documentation #

API #

Reference Manual

Example Games using dartemis #

  • darteroids - Very simple example included in the example folder of dartemis, (Source)
  • Shapeocalypse - A fast paced reaction game using Angular, WebAudio and WebGL
  • damacreat - An iogame similar to agar.io about creatures made of dark matter (circles) consuming dark energy (circles) and other dark matter creatures (circles), which can shoot black holes (circles)
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An Entity System Framework for game development. Based on Artemis.

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License

BSD-2-Clause (LICENSE)

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