cross-posted from: https://programming.dev/post/1086370
This time on my arbitrary blog: Entity component systems.
Also, highlight.js should degrade more gracefully without JS activated than last time. Note that I can’t process syntax highlighting in my build step, because I don’t have a build step.
EDIT: improved phrasing
In this case, would the components be combined into a list? Basically you’d have a
BubbleComponent[]
attached to the entity instead of just aBubbleComponent
? Maybe I’m misunderstanding what the system is, isclick_handler
in the post a system, and if so, do systems only declare a single component of an entity as their input? From my experience, you often want to work with multiple components of the same entity in a system, for example:-- Mark characters with 0 or less life as dead function mark_dead(character: BoundaryComponent) { with character as movement: MovementComponent { character.x += movement.velocity.x * delta_secs; character.y += movement.velocity.y * delta_secs; } }
Would there be a simpler way to query these components in the system, and what if I wanted to query for both
BoundaryComponent
andBubbleComponent
, what would that look like?Yes.
The way I figured would make sense was that, in the engine/game itself, the BoundaryComponent would have an additional field for registered scripts or that there would be an additional component just for registered scripts, to keep components lean. Not sure if that actually worked out in reality.
Then there would be a system for clicking on boundaries that would call such a script, if available. It’s probably a poor example, but since that system doesn’t touch much else, only the boundary component gets passed into the script. That’s not supposed to be a rule, though. I probably should clarify that on the post later on…