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BuschmannMichael

[Component Entity System] Components design

11 posts in this topic

Hello,

I work currently with Java and Artemis on a small game.

I use an component entity system(Artemis) and Slick2D.

Now I wonder me, how I handle Entities like Terraria the Skelektron:

6r62ko89.png

It have 2 hands and one head, the hands and the head have own positions, transformations, sprites and health, but one entity can only have one component from each type.

Now I dont know, how I should handle this, should a make 3 different components(Thats bad, because they all have the same data) or what should I do ?

 

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I would have three separate entities (one for the head, left hand and right hand) and each entity would have all the requisite components. I don't see much advantage in trying to cram the head and hands into one entity when they act as though they're separate entities (in that each has their own position/health).

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There are two approaches really. The first, as Samith says above, is to separate it into three different entities. The second is the opposite and put them into one component.

 

I personally (looking at the screenshot) would veer more towards a single component, as you wouldn't normally create a character with their various appendages in separate components. All this is, is a character that just scaled up larger than the others. However, its mostly a matter of opinion and mine is based on a screenshot with no further details. For example, if the arms/hands move completely independently of the head then I would veer back towards separate entities.

 

n!

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Ok I think, I make 3 different entities.

Thanks.

But if someone have another idea, write it biggrin.png

 

 

Make them three component sand another entity the "nature of the beast"-entity and let it own the three with an ownage-component! Terraria the entity has a head and hands, also entites. So each could take damage and Terriaria after lossing hands and head could decide to respawn as a dog..

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Make them three component sand another entity the "nature of the beast"-entity and let it own the three with an ownage-component! Terraria the entity has a head and hands, also entites. So each could take damage and Terriaria after lossing hands and head could decide to respawn as a dog..

 

This approach is quote common in games where a boss encounter includes several NPCs that all share a common health pool or where certain fight mechanics shouldn't occur while another mechanic is currently active.

Edited by crancran
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Is Entity a Component?
i.e. can an Entity own an Entity as a member?

http://gamadu.com/artemis/javadoc/index.html

.
Component is an abstract, can only extend once. That's why it can not be used within itself.

Entity is a final class (same thing as saying a constant class if compared to C++).

Entity is also protected, which means it can not be used outside of it's derived class but can be used within a nested class (unlike String in the Java SE framework).

 

I'm still new at this but I'm going to guess the answer being no mainly because of three factors: 1) entity is final, 2) entity is not an interface, 3) is protected.

 

If I'm wrong, please explain as I am interested in learning why.  Thanks.

Edited by Subtle_Wonders
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Could you use a component to defer incoming messages to another entity, thereby establishing a parent-child entity relationship? Perhaps each hand could respond to incoming messages and then forward them to the head, which would then respond accordingly.

 

Example:

 

DamageMessage->hand.MessageHandler (hand doesn't have health component) -> ChildComponent -> ForwardMessageToParentEntity

 

the parent entity could handle the basic message (which is to take damage).

 

I don't know how others are making their component-entity systems, and I'm only using this strategy for the first time, so mine might be built quite differently than yours, and thus handle situations differently.

 

Just my thoughts.

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