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Phatty Phatty

A lightweight, TypeScript-based entity component system for Phaser games, inspired by Unity's GameObjects. Phatty provides a structured way to organize game logic using entities and components, making your Phaser games more maintainable and modular.

Features

  • 🎮 Unity-style component system for Phaser
  • 🔄 Lifecycle management (create, update, destroy, …)
  • 🎯 Type-safe component references
  • 📦 Component dependency management
  • 🔊 Event system integration
  • ⚡ Priority-based component execution order

Installation

npm install phatty

Quick Start

See this StackBlitz for a full example:

Open in StackBlitz

Creating a Scene

To use Phatty, you need to extend the Scene class. It's a regular Phaser scene, but with an EntitySystem instance.

import { Scene } from 'phatty'

// Create an entity in your Phaser scene
class GameScene extends Scene {
  create() {
    const player = this.entities.create()
  }
}

Creating an Entity

Entities are created by calling this.entities.create(). They follow the same lifecycle as the scene, and are automatically destroyed when the scene is destroyed.

const player = this.entities.create()

Creating a Component

Components are created by extending the Component class. They are the building blocks of what makes up an entity. They can have parameters, and can reference and even require other components.

class PlayerComponent extends Component {
  constructor(public speed: number) {
    super()
  }

  create() {
    // Set up component and get references to other components
    const sprite = this.entity.components.get(SpriteComponent)
  }

  update(time: number, delta: number) {
    // Update logic
  }

  destroy() {
    // Cleanup
  }
}

Adding Components

// Add a component to the player entity, with parameters
player.components.add(PlayerComponent, 100)

Destroying an Entity

// Destroy the player entity
player.destroy()

Documentation

  1. Core Concepts
  2. API Reference
  3. Example
  4. License

Core Concepts

Scene

A Phatty scene is a regular Phaser scene, but with an EntitySystem instance which allows you to create, manage and query entities.

import { Scene } from 'phatty'

class GameScene extends Scene {
  create() {
    const player = this.entities.create()
  }
}

Entity

An Entity represents a game object in your scene. It manages components and their lifecycle.

// Create an entity in your Phaser scene
const entity = this.entities.create()

Component

Components are the building blocks of what makes up an entity. They can have parameters, and can reference and even require other components.

Component Lifecycle

A component offers life cycle functions that are called at the appropriate times in the entity's lifecycle.

class PlayerComponent extends Component {
  constructor(public speed: number) {
    super()
    // The constructor is called immediately when the component is added
    // to an entity via `entity.components.add(PlayerComponent, 100)`.
    // You have access to the entity that the component is added to
    // via `this.entity`. You can also access the scene that the entity
    // belongs to via `this.entity.scene`. Typically, you'll want to set
    // up any entirely internal state in the constructor.
  }

  create() {
    // Set up component and get references to other components. This is
    // called on the first update after the component is added but before
    // the first update loop.
    const sprite = this.entity.components.get(SpriteComponent)
  }

  update(time: number, delta: number) {
    // Update logic. This is called every frame as long as the component
    // is not sleeping, not paused, and not destroyed.
  }

  sleep() {
    // This is called when the scene this component is attached to is put to
    // sleep.
  }

  wake() {
    // This is called when the scene this component is attached to is woken up
    // from sleep.
  }

  pause() {
    // This is called when the scene this component is attached to is paused.
  }

  resume() {
    // This is called when the scene this component is attached to is resumed.
  }

  destroy() {
    // This is called when the component is destroyed because
    // - The scene it belongs to is destroyed or shut down or
    // - The entity it belongs to is destroyed with `entity.destroy()`
  }
}

Component Priority

Components are updated in priority order, where:

  • Lower numbers execute first
  • Default priority is 0
  • Priorities can be negative
class InputComponent extends Component {
  public priority = -10
  // Processes input first
}

class PhysicsComponent extends Component {
  public priority = 0
  // Updates physics based on input
}

class CameraComponent extends Component {
  public priority = 10
  // Updates camera position after physics
}

Component Dependencies

The required metadata ensures component dependencies are met:

class SpriteComponent extends Component {
  required: [TransformComponent]

  create() {
    // If there's no TransformComponent, this will throw an error
    const transform = this.entity.components.get(TransformComponent)
  }
}

Entity Query Builder

The Query Builder provides a fluent interface for finding entities based on their components. It supports both positive and negative component matching, and offers several methods to get results.

// Find entities with specific components
const players = this.entities.query.with(PlayerComponent).all()

// Find entities without specific components
const activeEnemies = this.entities.query.with(EnemyComponent).without(DeadComponent).all()

// Find the first matching entity
const player = this.entities.query.with(PlayerComponent).first()

// Check if any entities match
const hasActivePlayers = this.entities.query.with(PlayerComponent).without(DeadComponent).exists()

// Count matching entities
const activeEnemyCount = this.entities.query.with(EnemyComponent).without(DeadComponent).count()

The Query Builder supports the following methods:

  • with(...components): Find entities that have all specified components
  • without(...components): Find entities that don't have any of the specified components
  • first(): Get the first matching entity
  • all(): Get all matching entities
  • count(): Count matching entities
  • exists(): Check if any entities match

API Reference

Scene

class Scene extends Phaser.Scene {
  entities: EntitySystem
}

EntitySystem

class EntitySystem {
  // Events: 'create', 'destroy'
  events: Phaser.Events.EventEmitter
  query: QueryBuilder
  create(): Entity
  find(options: EntityQueryOptions): Entity | undefined
  findAll(options: EntityQueryOptions): Entity[]
}

QueryBuilder

class QueryBuilder {
  with(...components: ComponentConstructor[]): this
  without(...components: ComponentConstructor[]): this
  first(): Entity | undefined
  all(): Entity[]
  count(): number
  exists(): boolean
}

Entity

class Entity {
  constructor(scene: Phaser.Scene)
  components: ComponentSystem
  destroy(): void
}

ComponentSystem

class ComponentSystem {
  // Adding/Removing Components
  add<T extends ComponentConstructor>(
    Component: T,
    ...args: ConstructorParameters<T>
  ): InstanceType<T>
  remove<T extends Component>(Component: ComponentConstructor<T>): void
  clear(): void

  // Querying Components
  get<T extends Component>(Component: ComponentConstructor<T>): T
  find<T extends Component>(Component: ComponentConstructor<T>): T | undefined
  has<T extends Component>(Component: ComponentConstructor<T>): boolean
  all(): Component[]

  // Events: 'add', 'remove', 'update'
  events: Phaser.Events.EventEmitter
}

Component

abstract class Component {
  // Overrideable properties
  priority: number // Default: 0
  required: (typeof Component)[] // Default: []

  // Properties
  entity: Entity
  entities: EntitySystem
  scene: Scene

  // Lifecycle Methods
  create(): void
  update(time: number, delta: number): void
  sleep(): void
  wake(): void
  pause(): void
  resume(): void
  destroy(): void
}

Example

Base transform component that provides positioning

class TransformComponent extends Component {
  public transform: Phaser.GameObjects.Container

  constructor(x: number, y: number) {
    super()
    this.transform = this.entity.scene.add.container(x, y)
  }

  public destroy(): void {
    this.transform.destroy()
  }
}

Sprite component that uses the transform

class SpriteComponent extends Component {
  required: [TransformComponent]
  private sprite: Phaser.GameObjects.Sprite
  private transform!: TransformComponent

  constructor(texture: string) {
    super()
    this.sprite = this.entity.scene.add.sprite(0, 0, texture).setOrigin(0.5, 0.5)
  }

  create() {
    // Get references to other components in create
    this.transform = this.entity.components.get(TransformComponent)
    this.transform.transform.add(this.sprite)
  }

  destroy() {
    this.sprite.destroy()
  }
}

Movement component that moves the transform

class MovementComponent extends Component {
  required: [TransformComponent]
  private transform!: TransformComponent
  private speed = 200
  private direction = new Phaser.Math.Vector2()

  create() {
    this.transform = this.entity.components.get(TransformComponent)
  }

  public update(_time: number, delta: number): void {
    if (this.direction.equals(Phaser.Math.Vector2.ZERO)) return
    const normalizedDir = this.direction.normalize()
    this.transform.transform.x += normalizedDir.x * this.speed * (delta / 1000)
    this.transform.transform.y += normalizedDir.y * this.speed * (delta / 1000)
    this.direction.set(0, 0)
  }

  move(direction: Phaser.Math.Vector2) {
    this.direction.copy(direction)
  }
}

Input component that controls movement, priority is -1 to ensure it runs before the movement component

class PlayerInputComponent extends Component {
  required: [MovementComponent]
  priority: -1
  private movement!: MovementComponent
  private cursors: Phaser.Types.Input.Keyboard.CursorKeys
  private moveDirection: Phaser.Math.Vector2

  constructor() {
    super()
    this.cursors = this.entity.scene.input.keyboard!.createCursorKeys()
    this.moveDirection = new Phaser.Math.Vector2()
  }

  create() {
    // Get references to other components
    this.movement = this.entity.components.get(MovementComponent)
  }

  update() {
    // Reset movement vector
    this.moveDirection.set(0, 0)

    // Update based on input
    if (this.cursors.left.isDown) this.moveDirection.x -= 1
    if (this.cursors.right.isDown) this.moveDirection.x += 1
    if (this.cursors.up.isDown) this.moveDirection.y -= 1
    if (this.cursors.down.isDown) this.moveDirection.y += 1

    // Apply movement if there's input
    if (!this.moveDirection.equals(Phaser.Math.Vector2.ZERO)) {
      this.movement.move(this.moveDirection)
    }
  }
}

Use in your scene

import { Scene } from 'phatty'

class GameScene extends Scene {
  constructor() {
    super({ key: 'GameScene' })
  }

  create() {
    const player = this.entities.create()

    player.components.add(TransformComponent, 400, 300)
    player.components.add(SpriteComponent, 'player')
    player.components.add(MovementComponent)
    player.components.add(PlayerInputComponent)
  }
}

This example demonstrates:

  • Component communication through references
  • Clear separation of concerns:
    • SpriteComponent: Handles rendering
    • MovementComponent: Handles movement logic
    • PlayerInputComponent: Handles input and controls movement
  • Proper use of the component lifecycle
  • Type-safe component references

The components work together while maintaining loose coupling, making it easy to:

  • Replace input with AI by creating a new component
  • Modify movement behavior without touching input logic
  • Reuse components across different entities

License

MIT