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Components
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.
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.
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.
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.
Testing Plans
Team 1
Team 2
Team 3
Team 4
Team 5
Team 1
Team 2
Team 3
Team 4
Team 5
User Testing
Sprint 1 - Game Audio
Sprint 1 - Character Design
Sprint 1 - Menu Assets
Sprint 1 - Map Design
Sprint 1 - Void
Sprint 2 - Game Audio
Sprint 2 - Character Design
Sprint 2 - Menu Assets
Sprint 2 - Interactable Design Animation
Sprint 2 - Levels 1 & 4, and Level Editor
Sprint 2 - Proposed Level 2 & 3 Designs
Sprint 2 - Current Game State
Sprint 3 - Menu Assets
Sprint 3 - Map Design
Sprint 3 - Score Display
Sprint 3 - Player Death and Spawn Animations
Sprint 3 - Pick Ups and Pause Screen
Sprint 4 - Gameplay
Sprint 4 - Game UI and Animation
Sprint 4 - Level Background and Music
Sprint 4 - Game User Testing
Sprint 4 - Final Game State Testing
Entities and Components
Status Components
Event System
Player Animations Implementation
Development Resources
Entities and Components
Level Editor (Saving and Loading
Multiple Levels)