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Components

acoox edited this page May 23, 2021 · 5 revisions

First see Entity Component System and Entities.

A component contains a piece of functionality that can be used across entities. Some examples include:

  • InputComponent: Creates user input events on the entity, to which other components can react.
  • RenderComponent: Renders the entity to the screen.
  • CombatComponent: Gives health and attack stats to an entity.
  • AITaskComponent: Runs AI tasks on an NPC such as enemies.
  • TerrainComponent: Renders the map terrain on the screen.

All components should extend from the base Component class.

Component Lifecycle

A component's lifecycle is the nearly same as the entity to which it is attached (See Entity Lifecycle). When an entity is created, updated, or disposed, then create(), update(), and dispose() are called on each component attached to that entity.

create() vs constructor

What should be put in a component's constructor, and what should go in the create() function?

The constructor will be called when you create the component to add it to an entity. This can be before all components have been added, and before the entity is added to the game world. create() does not get called until the entity is added to the world.

Basically: Only setting constructor parameters and some basic initialisation should be done in the constructor. Everything else, including calls to getComponent(), should wait until the create() call. If the order that you add components to an entity matters, you've done it wrong.

Disabling/Enabling Components

When an entity is disabled, its components are not updated. However, components can be independently enabled/disabled as well. By disabling one or more components while keeping the entity enabled, we can modify that entity's behaviour during gameplay.

Table of Contents

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Team Design Document

Game Features

Inventory System
Scoring System
Food Recipes
Level System
Player Actions
Ordering System
Stations
Items
Map Design
Customers
Pause Menu
Upgrades
End of Day Display
Day Night Cycle
Moral System
Debug Terminal
Game Interactions Tutorial
Backstory Cutscenes

Game

Getting Started

Entities and Components

World Backstory

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Map Design

Test Plans

Sensor Component

Customer Sensor Component

Interaction Component

Inventory Component

Inventory Display

Station Meal Component

Station Progress Display

Keyboard Input Component

Fire Extinguisher Handler Component

Score System

HoverBox Component

MainGameActions Create Docket Triggers

End Day Display Component

Cutscene Area

Docket

Docket Line Display

Docket Meal Display

Main Game Order Button Display

Order Actions

Recipe

Ticket Details Component

BackstoryCutscene Test Plan

BackstoryCutsceneDisplay Test Plan

Test Plan for Tutorial

Keybinds

Keybinds Test Plan

Test Plan for MainGameOrderTicketDisplay

Test Plan for MainGameOrderBtnDisplay

Test Plan for Docket

Test Plan for DocketLineDisplay

Test Plan for OrderActions

Ticket Details

Test plan for RandomComboService

Test plan for LoanUpgrade

Test plan for UpgradesDisplay

Test plan for RageUpgrade

Test plan for SpeedBoostUpgrade

Test plan for DancePartyUpgrade

Test plan for ExtortionUpgrade

Troubleshooting

MacOS Setup Guide

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