94 lines
2.9 KiB
Markdown
94 lines
2.9 KiB
Markdown
|
---
|
||
|
title: "Spawning"
|
||
|
date: 2019-05-23T18:09:07-07:00
|
||
|
weight: 10
|
||
|
---
|
||
|
|
||
|
In **game/game.ts**...
|
||
|
|
||
|
```ts
|
||
|
const ball_entity = world_builder.create_entity();
|
||
|
|
||
|
const ball_position_component = ball_entity.add_component(PositionComponent);
|
||
|
ball_position_component.x = 640;
|
||
|
ball_position_component.y = 360;
|
||
|
|
||
|
const ball_size = 16;
|
||
|
const ball_canvas = love.graphics.newCanvas(ball_size, ball_size);
|
||
|
love.graphics.setCanvas(ball_canvas);
|
||
|
love.graphics.setBlendMode("alpha");
|
||
|
love.graphics.setColor(1, 1, 1, 1);
|
||
|
love.graphics.rectangle("fill", 0, 0, ball_size, ball_size);
|
||
|
love.graphics.setCanvas();
|
||
|
|
||
|
const ball_canvas_component = ball_entity.add_component(CanvasComponent);
|
||
|
ball_canvas_component.canvas = ball_canvas;
|
||
|
ball_canvas_component.x_scale = 1;
|
||
|
ball_canvas_component.y_scale = 1;
|
||
|
```
|
||
|
|
||
|
OK. We're both thinking it. Why is all this crap going straight in **game.ts**? And there's magic values everywhere! You are absolutely right. Encompass actually has a built-in abstraction Engine for creating new Entities called a Spawner. Let's use one.
|
||
|
|
||
|
Let's create a new folder: **game/engines/spawners**
|
||
|
|
||
|
And a new file: **game/engines/spawners/ball.ts**
|
||
|
|
||
|
```ts
|
||
|
import { Reads, Spawner } from "encompass-ecs";
|
||
|
import { CanvasComponent } from "game/components/canvas";
|
||
|
import { PositionComponent } from "game/components/position";
|
||
|
import { BallSpawnMessage } from "game/messages/ball_spawn";
|
||
|
|
||
|
@Reads(BallSpawnMessage)
|
||
|
export class BallSpawner extends Spawner {
|
||
|
public spawn_message_type = BallSpawnMessage;
|
||
|
|
||
|
public spawn(message: BallSpawnMessage) {
|
||
|
const ball_entity = this.create_entity();
|
||
|
|
||
|
const ball_position_component = ball_entity.add_component(PositionComponent);
|
||
|
ball_position_component.x = message.x;
|
||
|
ball_position_component.y = message.y;
|
||
|
|
||
|
const ball_canvas = love.graphics.newCanvas(message.size, message.size);
|
||
|
love.graphics.setCanvas(ball_canvas);
|
||
|
love.graphics.setBlendMode("alpha");
|
||
|
love.graphics.setColor(1, 1, 1, 1);
|
||
|
love.graphics.rectangle("fill", 0, 0, message.size, message.size);
|
||
|
love.graphics.setCanvas();
|
||
|
|
||
|
const ball_canvas_component = ball_entity.add_component(CanvasComponent);
|
||
|
ball_canvas_component.canvas = ball_canvas;
|
||
|
ball_canvas_component.x_scale = 1;
|
||
|
ball_canvas_component.y_scale = 1;
|
||
|
}
|
||
|
}
|
||
|
```
|
||
|
|
||
|
Spawners aren't very complicated. They have one required property and method: *spawn_message_type* and *spawn*.
|
||
|
|
||
|
When the Spawner reads a message of *spawn_message_type*, it runs its spawn method once. Simple as that.
|
||
|
|
||
|
Now let's actually send out the BallSpawnMessage.
|
||
|
|
||
|
In **game/game.ts**...
|
||
|
|
||
|
```ts
|
||
|
...
|
||
|
|
||
|
world_builder.add_engine(BallSpawner);
|
||
|
|
||
|
...
|
||
|
|
||
|
const ball_spawn_message = world_builder.emit_message(BallSpawnMessage);
|
||
|
ball_spawn_message.x = 640;
|
||
|
ball_spawn_message.y = 360;
|
||
|
ball_spawn_message.size = 16;
|
||
|
|
||
|
...
|
||
|
```
|
||
|
|
||
|
![boring ball](/images/paddle_with_ball.png)
|
||
|
|
||
|
Well, it draws, but it's a bit boring without any movement. Let's make it move around.
|