feat: add initial implementation of ECS architecture and systems

- Introduced a minimal Entity-Component-System (ECS) framework in `ecs.ts` with basic entity management and component handling.
- Created `World` class to manage entities and components, including methods for creating, adding, retrieving, and removing components.
- Implemented unit tests for the `World` class in `ecs.test.ts` to ensure functionality.
- Developed input handling with `InputSystem` to capture keyboard events.
- Added `PhysicsSystem` for movement and collision detection.
- Created `RenderSystem` to handle drawing entities on the canvas.
- Set up a main game loop in `main.ts` to integrate systems and manage game state.
- Added SVG icons and images for UI elements.
- Included CSS styles for layout and theming.
- Configured TypeScript settings in `tsconfig.json` for project compilation.

Co-authored-by: Copilot <copilot@github.com>
This commit is contained in:
2026-05-02 14:35:54 +02:00
commit 5499b90390
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export function setupCounter(element: HTMLButtonElement) {
let counter = 0
const setCounter = (count: number) => {
counter = count
element.innerHTML = `Count is ${counter}`
}
element.addEventListener('click', () => setCounter(counter + 1))
setCounter(0)
}
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import { describe, it, expect, beforeEach } from "vitest";
import { World } from "./ecs";
describe("World", () => {
let world: World;
beforeEach(() => {
world = new World();
});
it("creates unique entities", () => {
const a = world.createEntity();
const b = world.createEntity();
expect(a).not.toBe(b);
});
it("adds and retrieves components", () => {
const e = world.createEntity();
const pos = { x: 10, y: 20 };
world.addComponent(e, "Position", pos);
expect(world.getComponent(e, "Position")).toEqual(pos);
});
it("checks component presence", () => {
const e = world.createEntity();
world.addComponent(e, "Sprite", { src: "zombie.png" });
expect(world.hasComponent(e, "Sprite")).toBe(true);
expect(world.hasComponent(e, "Position")).toBe(false);
});
it("removes components", () => {
const e = world.createEntity();
world.addComponent(e, "Velocity", { dx: 1, dy: 0 });
world.removeComponent(e, "Velocity");
expect(world.hasComponent(e, "Velocity")).toBe(false);
});
it("queries entities by component set", () => {
const e1 = world.createEntity();
const e2 = world.createEntity();
world.addComponent(e1, "Position", { x: 0, y: 0 });
world.addComponent(e1, "Sprite", { src: "p1.png" });
world.addComponent(e2, "Position", { x: 5, y: 5 });
const withPos = world.query("Position");
const withBoth = world.query("Position", "Sprite");
expect(withPos).toContain(e1);
expect(withPos).toContain(e2);
expect(withBoth).toContain(e1);
expect(withBoth).not.toContain(e2);
});
it("destroys entity and cleans components", () => {
const e = world.createEntity();
world.addComponent(e, "Position", { x: 0, y: 0 });
world.destroyEntity(e);
expect(world.hasComponent(e, "Position")).toBe(false);
expect(world.query("Position")).not.toContain(e);
});
});
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/**
* Minimal ECS core for ZAMNY browser edition.
* Entities are numbers. Components are plain objects.
* Systems iterate over entities that have required components.
*/
export type Entity = number;
export interface Component {
[key: string]: any;
}
export class World {
private nextId = 1;
private entities: Map<Entity, Set<string>> = new Map();
private components: Map<string, Map<Entity, Component>> = new Map();
createEntity(): Entity {
const id = this.nextId++;
this.entities.set(id, new Set());
return id;
}
addComponent<T extends Component>(entity: Entity, name: string, data: T): T {
if (!this.components.has(name)) {
this.components.set(name, new Map());
}
this.components.get(name)!.set(entity, data);
this.entities.get(entity)!.add(name);
return data;
}
getComponent<T extends Component>(
entity: Entity,
name: string,
): T | undefined {
return this.components.get(name)?.get(entity) as T | undefined;
}
hasComponent(entity: Entity, name: string): boolean {
return this.entities.get(entity)?.has(name) ?? false;
}
removeComponent(entity: Entity, name: string): void {
this.components.get(name)?.delete(entity);
this.entities.get(entity)?.delete(name);
}
query(...componentNames: string[]): Entity[] {
const result: Entity[] = [];
for (const [entity, comps] of this.entities) {
if (componentNames.every((c) => comps.has(c))) {
result.push(entity);
}
}
return result;
}
destroyEntity(entity: Entity): void {
const comps = this.entities.get(entity);
if (!comps) return;
for (const name of comps) {
this.components.get(name)?.delete(entity);
}
this.entities.delete(entity);
}
}
export abstract class System {
abstract update(world: World, dt: number): void;
}
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import { World } from "./engine/ecs";
import { InputSystem } from "./systems/InputSystem";
import { RenderSystem } from "./systems/RenderSystem";
import { PhysicsSystem } from "./systems/PhysicsSystem";
/**
* ZAMNY Browser Edition - main entry.
* 60 FPS game loop. ECS + systems.
* TODO: add nickname UI, network client, level loader.
*/
const canvas = document.createElement("canvas");
canvas.width = 800;
canvas.height = 600;
document.body.appendChild(canvas);
const world = new World();
const input = new InputSystem();
const render = new RenderSystem(canvas);
const physics = new PhysicsSystem();
const systems = [input, physics, render];
let last = performance.now();
function loop(now: number) {
const dt = (now - last) / 1000;
last = now;
for (const sys of systems) {
sys.update(world, dt);
}
requestAnimationFrame(loop);
}
requestAnimationFrame(loop);
console.log("[ZAMNY] Game loop started. ECS ready.");
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:root {
--text: #6b6375;
--text-h: #08060d;
--bg: #fff;
--border: #e5e4e7;
--code-bg: #f4f3ec;
--accent: #aa3bff;
--accent-bg: rgba(170, 59, 255, 0.1);
--accent-border: rgba(170, 59, 255, 0.5);
--social-bg: rgba(244, 243, 236, 0.5);
--shadow:
rgba(0, 0, 0, 0.1) 0 10px 15px -3px, rgba(0, 0, 0, 0.05) 0 4px 6px -2px;
--sans: system-ui, 'Segoe UI', Roboto, sans-serif;
--heading: system-ui, 'Segoe UI', Roboto, sans-serif;
--mono: ui-monospace, Consolas, monospace;
font: 18px/145% var(--sans);
letter-spacing: 0.18px;
color-scheme: light dark;
color: var(--text);
background: var(--bg);
font-synthesis: none;
text-rendering: optimizeLegibility;
-webkit-font-smoothing: antialiased;
-moz-osx-font-smoothing: grayscale;
@media (max-width: 1024px) {
font-size: 16px;
}
}
@media (prefers-color-scheme: dark) {
:root {
--text: #9ca3af;
--text-h: #f3f4f6;
--bg: #16171d;
--border: #2e303a;
--code-bg: #1f2028;
--accent: #c084fc;
--accent-bg: rgba(192, 132, 252, 0.15);
--accent-border: rgba(192, 132, 252, 0.5);
--social-bg: rgba(47, 48, 58, 0.5);
--shadow:
rgba(0, 0, 0, 0.4) 0 10px 15px -3px, rgba(0, 0, 0, 0.25) 0 4px 6px -2px;
}
#social .button-icon {
filter: invert(1) brightness(2);
}
}
body {
margin: 0;
}
h1,
h2 {
font-family: var(--heading);
font-weight: 500;
color: var(--text-h);
}
h1 {
font-size: 56px;
letter-spacing: -1.68px;
margin: 32px 0;
@media (max-width: 1024px) {
font-size: 36px;
margin: 20px 0;
}
}
h2 {
font-size: 24px;
line-height: 118%;
letter-spacing: -0.24px;
margin: 0 0 8px;
@media (max-width: 1024px) {
font-size: 20px;
}
}
p {
margin: 0;
}
code,
.counter {
font-family: var(--mono);
display: inline-flex;
border-radius: 4px;
color: var(--text-h);
}
code {
font-size: 15px;
line-height: 135%;
padding: 4px 8px;
background: var(--code-bg);
}
.counter {
font-size: 16px;
padding: 5px 10px;
border-radius: 5px;
color: var(--accent);
background: var(--accent-bg);
border: 2px solid transparent;
transition: border-color 0.3s;
margin-bottom: 24px;
&:hover {
border-color: var(--accent-border);
}
&:focus-visible {
outline: 2px solid var(--accent);
outline-offset: 2px;
}
}
.hero {
position: relative;
.base,
.framework,
.vite {
inset-inline: 0;
margin: 0 auto;
}
.base {
width: 170px;
position: relative;
z-index: 0;
}
.framework,
.vite {
position: absolute;
}
.framework {
z-index: 1;
top: 34px;
height: 28px;
transform: perspective(2000px) rotateZ(300deg) rotateX(44deg) rotateY(39deg)
scale(1.4);
}
.vite {
z-index: 0;
top: 107px;
height: 26px;
width: auto;
transform: perspective(2000px) rotateZ(300deg) rotateX(40deg) rotateY(39deg)
scale(0.8);
}
}
#app {
width: 1126px;
max-width: 100%;
margin: 0 auto;
text-align: center;
border-inline: 1px solid var(--border);
min-height: 100svh;
display: flex;
flex-direction: column;
box-sizing: border-box;
}
#center {
display: flex;
flex-direction: column;
gap: 25px;
place-content: center;
place-items: center;
flex-grow: 1;
@media (max-width: 1024px) {
padding: 32px 20px 24px;
gap: 18px;
}
}
#next-steps {
display: flex;
border-top: 1px solid var(--border);
text-align: left;
& > div {
flex: 1 1 0;
padding: 32px;
@media (max-width: 1024px) {
padding: 24px 20px;
}
}
.icon {
margin-bottom: 16px;
width: 22px;
height: 22px;
}
@media (max-width: 1024px) {
flex-direction: column;
text-align: center;
}
}
#docs {
border-right: 1px solid var(--border);
@media (max-width: 1024px) {
border-right: none;
border-bottom: 1px solid var(--border);
}
}
#next-steps ul {
list-style: none;
padding: 0;
display: flex;
gap: 8px;
margin: 32px 0 0;
.logo {
height: 18px;
}
a {
color: var(--text-h);
font-size: 16px;
border-radius: 6px;
background: var(--social-bg);
display: flex;
padding: 6px 12px;
align-items: center;
gap: 8px;
text-decoration: none;
transition: box-shadow 0.3s;
&:hover {
box-shadow: var(--shadow);
}
.button-icon {
height: 18px;
width: 18px;
}
}
@media (max-width: 1024px) {
margin-top: 20px;
flex-wrap: wrap;
justify-content: center;
li {
flex: 1 1 calc(50% - 8px);
}
a {
width: 100%;
justify-content: center;
box-sizing: border-box;
}
}
}
#spacer {
height: 88px;
border-top: 1px solid var(--border);
@media (max-width: 1024px) {
height: 48px;
}
}
.ticks {
position: relative;
width: 100%;
&::before,
&::after {
content: '';
position: absolute;
top: -4.5px;
border: 5px solid transparent;
}
&::before {
left: 0;
border-left-color: var(--border);
}
&::after {
right: 0;
border-right-color: var(--border);
}
}
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import { World, System } from "../engine/ecs";
/**
* InputSystem - captures keyboard + touch input.
* TODO: map to actions (move, shoot, use item).
*/
export class InputSystem extends System {
private keys = new Set<string>();
constructor() {
super();
window.addEventListener("keydown", (e) => this.keys.add(e.key));
window.addEventListener("keyup", (e) => this.keys.delete(e.key));
}
isPressed(key: string): boolean {
return this.keys.has(key);
}
update(world: World, dt: number): void {
// TODO: translate key state into movement / action components
}
}
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import { World, System } from "../engine/ecs";
/**
* PhysicsSystem - movement + collision.
* TODO: tile collision, enemy pushback, weapon hitboxes.
*/
export class PhysicsSystem extends System {
update(world: World, dt: number): void {
// TODO: integrate velocity into position
// TODO: resolve collisions against level geometry
}
}
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import { World, System } from "../engine/ecs";
/**
* RenderSystem - draws entities with Position + Sprite to canvas.
* TODO: implement camera, sprite batching, neighbor name labels.
*/
export class RenderSystem extends System {
private ctx: CanvasRenderingContext2D;
private canvas: HTMLCanvasElement;
constructor(canvas: HTMLCanvasElement) {
super();
this.canvas = canvas;
this.ctx = canvas.getContext("2d")!;
}
update(world: World, dt: number): void {
this.ctx.fillStyle = "#0a0a0a";
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
// TODO: query entities with Position + Sprite, draw them
// TODO: draw nickname labels above co-op player
}
}