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World (old)
Simon edited this page Sep 26, 2022
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The core of Fleks is the World
which is the container for entities, components, systems and families. It is the object that you
need to update your systems.
To create a world simply call:
val world = world {}
A world without any system doesn't make sense and that's why there is a lambda argument for the world
DSL function
to configure it accordingly:
- Use
entityCapacity
to set the expected maximum amount of entities. The default value is 512. The purpose of this property is to initialize internal collections and arrays with a proper size for your game to avoid a lot ofArray.copy
calls in the background which are slow. - Use
systems
to add a system to your world. The order of calls defines the order in which they are called when callingworld.update
. - Use
components
to register component listeners.-
Note for KMP:
components
is also used to register components which is necessary for KMP because of missing reflection features of the JVM.
-
Note for KMP:
- Use
families
to register family listener to your world. - Use
injectables
to register injectables for your systems, ComponentListener and FamilyListener.
Here is an example that creates a world for 1000 entities with two systems, one ComponentListener and one injectable:
val w = world {
entityCapacity = 1000
injectables {
add(b2dWorld)
}
systems {
add<MoveSystem>()
add<PhysicSystem>()
}
components {
add<Box2dComponentListener>()
}
}