Finish JerryScript Entity/Scene wiring; remove JSON serialize/deserialize

Register Entity, the generic Component wrapper, and Scene as JerryScript
classes (modulelist.c ties them together, plus their .d.ts stubs), so
scenes/entities can be built from script going forward instead of the
JSON scene format.

With scripting now the intended authoring path, drop the JSON
serialize/deserialize machinery entirely: componentdefinition_t's
serialize/deserialize callbacks, every component's *Serialize/
*Deserialize function, entitySerialize/entityDeserialize,
sceneSerialize/sceneDeserialize, and the "prefabs/<name>.json"/
"scenes/<name>.json" asset fallback in entityPrefabResolveAndApply/
scenePrefabResolveAndApply (C-coded prefabs only now). physicsshape.c
and its test are removed outright since they only existed for this.
game.c's test scene now comes from the existing overworldSceneCreate()
C builder instead of loading the now-deleted assets/scenes/test.json.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-30 11:19:08 -05:00
parent 015d90519f
commit e61914bad4
53 changed files with 576 additions and 2081 deletions
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// Copyright (c) 2026 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
/**
* A component attached to an Entity. Generic across every component
* type for now -- there are no typed per-type properties yet (e.g. no
* `.position` on a POSITION component), just the operations every
* component supports regardless of type. Only ever obtained via
* Entity.add()/Entity.getComponent(), never constructed directly.
*/
declare class Component {
/** The componenttype_t this component was added as, e.g. POSITION. */
readonly type: number;
/** The id of the Entity this component belongs to. */
readonly entityId: number;
/** Removes this component from its entity. */
dispose(): void;
}
/**
* Component type constants, usable with Entity.add()/getComponent().
* The numeric values are opaque/build-specific; treat the names as the
* stable API.
*/
declare const POSITION: number;
declare const CAMERA: number;
declare const RENDERABLE: number;
declare const PHYSICS: number;
declare const TRIGGER: number;
declare const ANIMATION: number;
declare const PLAYER: number;
declare const INTERACTABLE: number;
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// Copyright (c) 2026 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
/// <reference path="component/component.d.ts" />
/**
* A game entity. `new Entity()` adds it to the currently active scene's
* entity manager (see Scene.getActive()) -- throws if no scene is
* active.
*/
declare class Entity {
constructor();
/** The engine-assigned numeric entity ID. */
readonly id: number;
/** Optional name; empty string if unset. */
name: string;
/**
* Adds a component of the given type (e.g. POSITION) to this entity
* and returns its wrapper.
*/
add(type: number): Component;
/**
* Gets this entity's component of the given type, or undefined if it
* doesn't have one.
*/
getComponent(type: number): Component | undefined;
/** Removes this entity and all its position-component descendants. */
dispose(): void;
}
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// Copyright (c) 2026 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
/// <reference path="entity/entity.d.ts" />
/// <reference path="entity/component/component.d.ts" />
/// <reference path="scene/scene.d.ts" />
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// Copyright (c) 2026 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
/**
* A scene: an isolated pool of entities/components. `new Scene()`
* creates an empty scene -- it is not made active automatically, call
* `.setActive()` for that. `Entity`/`Component` always operate on
* whichever scene is currently active, not on a specific Scene
* instance.
*/
declare class Scene {
constructor();
/** The engine-assigned numeric scene ID. */
readonly id: number;
/** Makes this the active scene (see Scene.getActive()). */
setActive(): void;
/** Destroys this scene and all its entities/components. */
dispose(): void;
/** Gets the currently active scene, or undefined if none is active. */
static getActive(): Scene | undefined;
}