encompass-cs-docs/content/pong/ball/moving.md

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---
title: "Moving"
date: 2019-05-23T18:10:17-07:00
weight: 20
---
We already have MotionMessages and a MotionEngine. So it seems logical to re-use these structures for our ball.
What is actually going to be sending out the MotionMessages?
What is the main characteristic of the ball in Pong? That's right - it is continuously moving. In other words, it has velocity.
Let's make a VelocityComponent. In **game/components/velocity.ts**:
```ts
import { Component } from "encompass-ecs";
export class VelocityComponent extends Component {
public x: number;
public y: number;
}
```
Let's also create a VelocityEngine.
What does our VelocityEngine actually do? Basically, if something has both a PositionComponent and VelocityComponent, we want the PositionComponent to update based on the VelocityComponent every frame.
It turns out Encompass provides a structure for this pattern, called a Detector. Let's use it now.
In **game/engines/velocity.ts**:
```ts
import { Detector, Emits, Entity } from "encompass-ecs";
import { PositionComponent } from "game/components/position";
import { VelocityComponent } from "game/components/velocity";
import { MotionMessage } from "game/messages/component/motion";
@Emits(MotionMessage)
export class VelocityEngine extends Detector {
public component_types = [ PositionComponent, VelocityComponent ];
protected detect(entity: Entity) {
const position_component = entity.get_component(PositionComponent);
const velocity_component = entity.get_component(VelocityComponent);
const motion_message = this.emit_component_message(MotionMessage, position_component);
motion_message.x = velocity_component.x;
motion_message.y = velocity_component.y;
}
}
```
A Detector, like a Spawner, is an engine with one required property and method: *component_types* and *detect*.
When an Entity has all of the components specified in *component_types*, it begins to track the Entity. Each frame, it calls its *detect* method on that Entity.
So, our VelocityEngine will track everything with a PositionComponent and VelocityComponent and create a MotionMessage every frame.
Let's add our new Engine to the WorldBuilder:
```ts
world_builder.add_engine(VelocityEngine);
```
And add our new VelocityComponent in the BallSpawner.
```ts
const velocity_component = ball_entity.add_component(VelocityComponent);
velocity_component.x = 50;
velocity_component.y = -50;
```
Actually lets get rid of that magic value by adding velocity to the BallSpawnMessage.
**game/messages/ball_spawn.ts**
```ts
import { Message } from "encompass-ecs";
export class BallSpawnMessage extends Message {
public x: number;
public y: number;
public size: number;
public x_velocity: number;
public y_velocity: number;
}
```
**game/engines/spawners/ball.ts**
```ts
const velocity_component = ball_entity.add_component(VelocityComponent);
velocity_component.x = message.x_velocity;
velocity_component.y = message.y_velocity;
```
**game/game.ts**
```ts
ball_spawn_message.x_velocity = 50;
ball_spawn_message.y_velocity = -50;
```
Let's run the game again.
<video width="640" height="360" autoplay="autoplay" muted="muted" loop="loop" style="display: block; margin: 0 auto; width: 640;">
<source src="/images/moving_ball.webm" type="video/webm">
</video>
Still pretty boring but we're getting somewhere.