VEGO-Engine  0.1
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Entities and Components

Entities

In the scope of this library entities essentially function like empty containers that you can add components or properties to. So an entity can be whatever you want it to be, give it a texture, make it pickupable, give it collision or all of the above and more. Relevant functions for the creation and editing of Entities and Components:

Manager

  • [addEntity()]
  • [getAll()]

Entity

  • [addComponent()]
  • [getComponent()]
  • [destroy()]

If you are ever lost when looking for related functionality via search or side bar remember it is all neatly organized on this page for better readability and a better overview

Components

The following components are currently available for you to use in your entities (the associated managers/handlers are also linked):


Transform Component

The Transform Component manages the position and movement of an Entity. Multiple overloaded constructors exist depending on whether or not the entity is stationary

Important
If an Entity is supposed to be able to move the data entry "speed" has to be added and set to a positive int!

Sprite Component

Textures and Animations can be added via this component.

Important
A Transform Component is first needed before adding a Texture as the coordinates from the transform component are needed to tell the game where to render the texture

Data Component

Custom Data such as Stats can be added to an Entity and accessed using this Component.


Collider Component

see also Collision Handler

Adds collision functionality to an Entity. It is used to stop entities with a PLAYER group label from running through tiles that were given the "collision" tag in the Tiled editor (see Tiled section) or the COLLIDERS group label in the code.

Also enables "picking up" other entities via Pickup Component.


Interaction Component

see also InteractionEventdataStruct

Adding this component to an entity tells it to react to triggered Interactions for example by button press. For this a custom lambda or function pointer is passed to determine what exactly should happen once an entities ineraction was triggered.

Note
You want certain buttons to do something? You're in the wrong place, see Input Management This component is only used to assign a functionality to an entity to be triggered when it is interacted with, to actually map a button to do something such as trigger an interaction refer to Input Management and Eventhandling

Pickup Component

see also Pickup Manager

Entities with pickup components will disappear once another collision having entity with the Group Label "Player" intersects with it and executes the custom functionality given to it via constructor.


Stat Effects Component

Temporary stateffects can be added using this component. Using the time and function passed it will execute whatever is in the function after the given time. It is used to e.g. reset stats after raising them in order to allow for temporary stat raises