encompass-cs-docs/content/concepts/engine.md

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2019-05-22 20:56:04 +00:00
---
title: "Engine"
date: 2019-05-22T13:01:28-07:00
weight: 15
---
An Engine is the Encompass notion of an ECS System. Much like the engine on a train, your Engines make the simulation move along.
{{% notice notice %}}
I never liked the term System. It is typically used to mean structures in game design and I found this confusing when discussing code implementation vs design.
{{% /notice %}}
Engines are responsible for reading the game state, reading messages, emitting messages, and creating or mutating Entities and Components.
An Engine which Reads a particular message is guaranteed to run *after* all Engines which Emit that particular message.
To define an Engine, extend the Engine class.
Here is an example Engine:
```ts
import { Engine, Mutates, Reads } from "encompass-ecs";
import { LogoUIComponent } from "../../components/ui/logo";
import { ShowUIMessage } from "../../messages/show_ui";
@Reads(ShowUIMessage)
@Mutates(LogoUIComponent)
export class LogoDisplayEngine extends Engine {
public update() {
const logo_ui_component = this.read_component_mutable(LogoUIComponent);
if (logo_ui_component && this.some(ShowUIMessage)) {
logo_ui_component.image.isVisible = true;
}
}
}
```
If a LogoUIComponent exists, and a ShowUIMessage is received, it will make the logo image on the LogoUIComponent visible. Simple!