--- title: "Renderer" date: 2019-05-22T14:16:06-07:00 weight: 30 --- A Renderer is responsible for reading the game state and telling the game engine what to draw to the screen. {{% notice notice %}} Remember: Encompass isn't a game engine and it doesn't have a rendering system. So Renderers aren't actually doing the rendering, they're just telling the game engine what to render. {{% /notice %}} There are two kinds of renderers: GeneralRenderers and EntityRenderers. A GeneralRenderer is a Renderer which reads the game state in order to draw elements to the screen. It also requires a layer, which represents the order in which it will draw to the screen. If you were using the LOVE engine, a GeneralRenderer might look like this: ```ts import { GeneralRenderer } from "encompass-ecs"; import { ScoreComponent } from "game/components/score"; export class ScoreRenderer extends GeneralRenderer { public layer = 4; public render() { const score_component = this.read_component(ScoreComponent); love.graphics.print(score_component.score, 20, 20); } } ``` An EntityRenderer provides a structure for the common pattern of drawing an Entity which has a particular collection of Components and a specific type of DrawComponent. They also have the ability to draw DrawComponents at their specific layer. If you were using the LOVE engine, a GeneralRenderer might look like this: ```ts import { EntityRenderer } from "encompass-ecs"; import { PointComponent } from "game/components/point"; import { PositionComponent } from "game/components/position"; @Renders(PointComponent, PositionComponent) export class PointRenderer extends EntityRenderer { public render(entity: Entity) { const point_component = entity.get_component(PointComponent); const position_component = entity.get_component(PositionComponent); const color = point_component.color; love.graphics.setColor(color.r, color.g, color.b, color.a); love.graphics.point(position_component.x, position_component.y); } } ``` For 2D games, you will need to use layers to be specific about the order in which entities draw. For a 3D game you will probably end up delegating rendering to some kind of scene/camera system.