Files
zwitschi 5499b90390 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>
2026-05-02 14:35:54 +02:00

1.1 KiB

ZAMNY Client

Vite + TypeScript + Canvas 2D + ECS game client for Zombies Ate My Neighbors browser edition.

Quick Start

npm install
npm run dev          # http://localhost:5173
npm test             # vitest (ECS tests)
npm run build

Structure

src/
  engine/
    ecs.ts           # World, Entity, Component, System base
    ecs.test.ts      # 6 unit tests (green)
  systems/
    InputSystem.ts   # keyboard/touch stub
    RenderSystem.ts  # Canvas 2D stub
    PhysicsSystem.ts # movement/collision stub
  main.ts            # 60 FPS game loop + system orchestration

Key Points

  • ECS core: createEntity, addComponent, query, destroyEntity
  • Systems extend System and implement update(world, dt)
  • Target: 60 FPS, offline single-player works without server
  • Nickname UI, NetworkClient, sprite rendering: TODO

Testing

  • Vitest + jsdom
  • npm test runs ecs.test.ts
  • Coverage target: 70% (documented in ARCHITECTURE.md §10)

See root README.md and ARCHITECTURE.md for full design.