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Component Entity
hypersurge edited this page May 31, 2015
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Games are made from Entitites, which can live in other Entities, top level Scenes or in the void. Entities are "where the action's at"!
Entities can provide simple functionality such as being a property holder or value object, they can contain logic or invokers, or they can wrap other libraries. An Entity could even contain an entirely new Factory!
- Entity comes ready to run - inject behavior into it, or extend as required.
- An Entity can contain child Entities.
- Each child can be bound to an EAgenda.
- An Entity's agenda can be changed, and only the child Entities bound to that agenda will be visible or update. Agenda is the Entity's State Machine.
- Child entities can be retrieved by id or more importantly type, therefore creating an entity component framework.
- Each Entity has a single View, which can be attached to another View (or not).
- Implements IEntity.
- Using
getEntitiesByClass
allows almost infinitely adaptable access to any group of Entities in the current Scene. Whilst remaining 100% type safe!