feat(world): add singleton component support
Introduce a mechanism to manage components on a shared, lazily-created singleton entity. This simplifies access to global state by providing dedicated methods for adding, removing, getting, and checking for singleton components. Refactor the Tetris example to utilize this new singleton pattern for game state components like Board, Score, and Piece.
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@ -2,15 +2,19 @@
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//
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// Architecture:
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// Behaviour Tree (TaskRunner) — controls game flow:
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// root (sequential, repeat)
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// ├── handleInput (leaf) — reads queued commands, mutates state
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// ├── gravityTick (leaf) — auto-drop piece on timer
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// └── render (leaf) — draws via blessed
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// root (repeat)
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// └── seq (sequential)
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// ├── handleInput (leaf) — reads queued commands, mutates state
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// ├── gravityTick (leaf) — auto-drop piece on timer
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// └── render (leaf) — draws via blessed
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//
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// CommandQueue — processes input:
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// Keyboard → spawn command entities → CommandQueue.execute()
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// → handlers mutate game state
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//
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// Singleton components — global state accessed via world.*Singleton():
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// Board, Piece, Score, GameOver, Paused, TickTimer
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//
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// Usage:
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// npx tsx examples/tetris/main.ts
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@ -46,11 +50,10 @@ import { startInput, type Key } from "./input";
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// ── Setup ────────────────────────────────────────────
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const world = new World();
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// Create the singleton game entity
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const game = world.spawn();
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world.add(game, Board);
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world.add(game, Score);
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world.add(game, TickTimer);
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// Singleton game state — one entity holds all of these
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world.addSingleton(Board);
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world.addSingleton(Score);
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world.addSingleton(TickTimer);
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// Create blessed UI
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const ui = createUI();
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@ -63,7 +66,7 @@ const commands = new CommandQueue(world);
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function spawnPiece(): void {
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const p = randomPiece();
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world.add(game, Piece, {
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world.addSingleton(Piece, {
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shape: p.shape,
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color: p.color,
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x: Math.floor((BOARD_W - p.shape[0].length) / 2),
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@ -72,15 +75,19 @@ function spawnPiece(): void {
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}
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function hasActivePiece(): boolean {
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return world.has(game, Piece);
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return world.hasSingleton(Piece);
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}
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// Move left
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commands.handle(MoveLeft, () => {
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if (!hasActivePiece() || world.has(game, GameOver) || world.has(game, Paused))
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if (
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!hasActivePiece() ||
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world.hasSingleton(GameOver) ||
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world.hasSingleton(Paused)
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)
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return;
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const piece = world.get(game, Piece);
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const board = world.get(game, Board);
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const piece = world.getSingleton(Piece);
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const board = world.getSingleton(Board);
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if (!collides(board.grid, piece.shape, piece.x - 1, piece.y)) {
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piece.x--;
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}
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@ -88,10 +95,14 @@ commands.handle(MoveLeft, () => {
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// Move right
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commands.handle(MoveRight, () => {
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if (!hasActivePiece() || world.has(game, GameOver) || world.has(game, Paused))
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if (
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!hasActivePiece() ||
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world.hasSingleton(GameOver) ||
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world.hasSingleton(Paused)
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)
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return;
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const piece = world.get(game, Piece);
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const board = world.get(game, Board);
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const piece = world.getSingleton(Piece);
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const board = world.getSingleton(Board);
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if (!collides(board.grid, piece.shape, piece.x + 1, piece.y)) {
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piece.x++;
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}
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@ -99,10 +110,14 @@ commands.handle(MoveRight, () => {
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// Rotate
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commands.handle(Rotate, () => {
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if (!hasActivePiece() || world.has(game, GameOver) || world.has(game, Paused))
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if (
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!hasActivePiece() ||
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world.hasSingleton(GameOver) ||
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world.hasSingleton(Paused)
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)
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return;
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const piece = world.get(game, Piece);
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const board = world.get(game, Board);
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const piece = world.getSingleton(Piece);
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const board = world.getSingleton(Board);
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const result = tryRotate(board.grid, piece.shape, piece.x, piece.y);
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if (result) {
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piece.shape = result.shape;
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@ -112,10 +127,14 @@ commands.handle(Rotate, () => {
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// Soft drop
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commands.handle(SoftDrop, () => {
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if (!hasActivePiece() || world.has(game, GameOver) || world.has(game, Paused))
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if (
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!hasActivePiece() ||
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world.hasSingleton(GameOver) ||
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world.hasSingleton(Paused)
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)
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return;
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const piece = world.get(game, Piece);
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const board = world.get(game, Board);
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const piece = world.getSingleton(Piece);
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const board = world.getSingleton(Board);
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if (!collides(board.grid, piece.shape, piece.x, piece.y + 1)) {
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piece.y++;
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}
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@ -123,10 +142,14 @@ commands.handle(SoftDrop, () => {
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// Hard drop
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commands.handle(HardDrop, () => {
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if (!hasActivePiece() || world.has(game, GameOver) || world.has(game, Paused))
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if (
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!hasActivePiece() ||
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world.hasSingleton(GameOver) ||
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world.hasSingleton(Paused)
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)
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return;
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const piece = world.get(game, Piece);
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const board = world.get(game, Board);
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const piece = world.getSingleton(Piece);
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const board = world.getSingleton(Board);
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while (!collides(board.grid, piece.shape, piece.x, piece.y + 1)) {
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piece.y++;
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}
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@ -135,52 +158,52 @@ commands.handle(HardDrop, () => {
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// Toggle pause
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commands.handle(TogglePause, () => {
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if (world.has(game, GameOver)) return;
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if (world.has(game, Paused)) {
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world.remove(game, Paused);
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if (world.hasSingleton(GameOver)) return;
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if (world.hasSingleton(Paused)) {
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world.removeSingleton(Paused);
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} else {
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world.add(game, Paused);
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world.addSingleton(Paused);
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}
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});
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// Restart
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commands.handle(Restart, () => {
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if (!world.has(game, GameOver)) return;
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const board = world.get(game, Board);
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if (!world.hasSingleton(GameOver)) return;
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const board = world.getSingleton(Board);
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for (let r = 0; r < board.grid.length; r++) {
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board.grid[r].fill(0);
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}
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world.set(game, Score, { points: 0, lines: 0, level: 1 });
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world.set(game, TickTimer, { accumulator: 0, interval: 800 });
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world.remove(game, GameOver);
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if (world.has(game, Piece)) world.remove(game, Piece);
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world.setSingleton(Score, { points: 0, lines: 0, level: 1 });
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world.setSingleton(TickTimer, { accumulator: 0, interval: 800 });
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world.removeSingleton(GameOver);
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if (world.hasSingleton(Piece)) world.removeSingleton(Piece);
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spawnPiece();
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});
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// ── Lock piece & spawn next ──────────────────────────
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function lockAndSpawn(): void {
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const piece = world.get(game, Piece);
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const board = world.get(game, Board);
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const piece = world.getSingleton(Piece);
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const board = world.getSingleton(Board);
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lockPiece(board.grid, piece.shape, piece.color, piece.x, piece.y);
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world.remove(game, Piece);
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world.removeSingleton(Piece);
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const cleared = clearLines(board.grid);
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if (cleared > 0) {
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const score = world.get(game, Score);
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const score = world.getSingleton(Score);
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score.lines += cleared;
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score.points += scoreForLines(cleared, score.level);
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score.level = Math.floor(score.lines / 10) + 1;
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const timer = world.get(game, TickTimer);
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const timer = world.getSingleton(TickTimer);
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timer.interval = Math.max(100, 800 - (score.level - 1) * 70);
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}
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spawnPiece();
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const newPiece = world.get(game, Piece);
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const newPiece = world.getSingleton(Piece);
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if (collides(board.grid, newPiece.shape, newPiece.x, newPiece.y)) {
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world.remove(game, Piece);
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world.add(game, GameOver);
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world.removeSingleton(Piece);
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world.addSingleton(GameOver);
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}
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}
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@ -219,17 +242,17 @@ runner.onLeaf = (_w, entity) => {
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commands.execute();
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runner.succeed(entity);
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} else if (entity === gravityTask) {
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if (world.has(game, GameOver) || world.has(game, Paused)) {
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if (world.hasSingleton(GameOver) || world.hasSingleton(Paused)) {
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runner.succeed(entity);
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return;
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}
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const timer = world.get(game, TickTimer);
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const timer = world.getSingleton(TickTimer);
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timer.accumulator += 16;
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if (timer.accumulator >= timer.interval) {
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timer.accumulator -= timer.interval;
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if (hasActivePiece()) {
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const piece = world.get(game, Piece);
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const board = world.get(game, Board);
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const piece = world.getSingleton(Piece);
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const board = world.getSingleton(Board);
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if (!collides(board.grid, piece.shape, piece.x, piece.y + 1)) {
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piece.y++;
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} else {
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@ -239,7 +262,7 @@ runner.onLeaf = (_w, entity) => {
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}
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runner.succeed(entity);
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} else if (entity === renderTask) {
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render(world, game, ui);
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render(world, ui);
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runner.succeed(entity);
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}
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};
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@ -1,6 +1,6 @@
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// ── Terminal rendering via blessed ────────────────────
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import blessed from "blessed";
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import type { World, Entity } from "../../src/index";
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import type { World } from "../../src/index";
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import { Board, Piece, Score, GameOver, Paused } from "./components";
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import { BOARD_W, BOARD_H, ghostY } from "./game";
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@ -91,16 +91,12 @@ export function createUI(): {
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}
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/** Render the full game state into the blessed UI. */
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export function render(
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world: World,
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gameEntity: Entity,
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ui: ReturnType<typeof createUI>,
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): void {
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const board = world.get(gameEntity, Board);
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const piece = world.tryGet(gameEntity, Piece);
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const score = world.tryGet(gameEntity, Score);
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const isOver = world.has(gameEntity, GameOver);
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const isPaused = world.has(gameEntity, Paused);
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export function render(world: World, ui: ReturnType<typeof createUI>): void {
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const board = world.getSingleton(Board);
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const piece = world.tryGetSingleton(Piece);
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const score = world.tryGetSingleton(Score);
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const isOver = world.hasSingleton(GameOver);
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const isPaused = world.hasSingleton(Paused);
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// Build display grid
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const display = board.grid.map((row) => [...row]);
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66
src/world.ts
66
src/world.ts
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@ -42,6 +42,9 @@ export class World {
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// ── Observable layer ──────────────────────────────
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private _observable = new ObservableLayer();
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// ── Singleton entity ──────────────────────────────
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private _singletonEntity: Entity | null = null;
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/** Global event stream. */
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get events$(): Observable<WorldEvent> {
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return this._observable.events$.asObservable();
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@ -250,6 +253,69 @@ export class World {
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}
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}
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// ── Singleton component access ────────────────────
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/**
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* Add a singleton component to the world.
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*
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* A single shared entity is created lazily and reused for all singleton
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* components. Returns a mutable reference to the component data.
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*/
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addSingleton<T extends Record<string, any>>(
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def: ComponentDef<T>,
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init?: Partial<T>,
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): T {
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if (this._singletonEntity === null) {
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this._singletonEntity = this.spawn();
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}
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return this.add(this._singletonEntity, def, init);
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}
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/** Remove a singleton component. Destroys the backing entity if it becomes bare. */
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removeSingleton(def: ComponentDef<any>): void {
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const e = this._singletonEntity;
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if (e === null) return;
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this.remove(e, def);
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if (!this.hasAnyComponent(e)) {
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this.destroy(e);
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this._singletonEntity = null;
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}
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}
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/** Get a mutable reference to a singleton component. Throws if missing. */
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getSingleton<T extends Record<string, any>>(def: ComponentDef<T>): T {
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return this.get(this._singletonEntity!, def);
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}
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/** Try-get a singleton component. Returns undefined if missing. */
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tryGetSingleton<T extends Record<string, any>>(
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def: ComponentDef<T>,
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): T | undefined {
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const e = this._singletonEntity;
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if (e === null) return undefined;
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return this.tryGet(e, def);
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}
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/** Check whether a singleton component is present. */
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hasSingleton(def: ComponentDef<any>): boolean {
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const e = this._singletonEntity;
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if (e === null) return false;
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return this.has(e, def);
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}
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/** Bulk-replace a singleton component's data. Marks dirty. */
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setSingleton<T extends Record<string, any>>(
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def: ComponentDef<T>,
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value: T,
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): void {
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this.set(this._singletonEntity!, def, value);
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}
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/** Mark a singleton component as dirty for change tracking. */
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markDirtySingleton(def: ComponentDef<any>): void {
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this.markDirty(this._singletonEntity!, def);
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}
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// ── Relationships ─────────────────────────────────
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/**
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