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Entity
An Entity represents the state of something in the game. It could represent something tangible, like a player, enemy or obstacle, or something intangible like a score or timer. They are made of 'building blocks' called Components.
var world = new hitagi.World();
var entity = new hitagi.Entity()
.attach(new hitagi.components.Position({
x: 0,
y: 0
}))
.attach(new hitagi.components.graphics.Graphic()
.attach(new hitagi.components.graphics.Rectangle({
width: 32,
height: 32,
color: 0xffffff
})));
world.add(entity);
parameters:
none
c: Exposes attached Components for easy access as a sealed object mapping Component IDs to Components.
{
string: component
}
uid: Unique identifier (UID) automatically generated by constructor. Used by the World and Systems to identify the Entity.
string
world:
Reference to the World an entity has been added to, else null
.
World object
attach: Attaches a Component to the Entity, throws an error if it's dependencies are not satisfied.
parameters:
component - Component to be attached to Entity.
return: Entity, for chaining
detach: Detaches a Component from an Entity. Throws an error if the Entity's components no longer satisfy their dependencies.
parameters:
componentID - ID of component to be detached from Entity.
return: Entity, for chaining
has: Checks if an Entity has the given Component attached.
parameters:
componentID - Component to check for.
return: Boolean