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Hussein Tammam

Melee weapons in entity component systems

4 posts in this topic

Hello, I'm having trouble implementing melee weapons in an entity component system and I was hoping you could help me.

 

Firstly, I made an inventory component to hold all my different weapon entities. Each weapon entity contains a WeaponComponent that holds its firerate, clipsize, accuracy, etc.. A shooting system then creates a projectile based on the properties of the weapon component. This worked pretty well, as I was able to add lots of different kinds of firearms easily. When I tried to implement a melee weapon though i was stumped. Could you please point me in the right direction here guys :/

 

Maybe this'll help:

 

-InventoryComponent

++weaponVector <Entity>

++addWeapon(weapon:Entity)

++getWeaponComponent()

++updateCooldowns()

++isReloaded

 

-WeaponComponent

++ClipSize

++ReloadSpeed

++NumBullets

++fireRate

++etc...

 

ShootingSystem()

update()

if is shooting and inventory.isReloaded

then createBullet(inventory.getWeapon)

resetcooldown

Edited by camel rider
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Well you have two main choices, I think: either you combine the concept of melee and range weapons, or you make them completely separate.

 

List out the properties of a melee weapon and see if it makes sense to combine with range weapons into one WeaponComponent. If so, then have your ShootingSystem handle melee weapons too (but rename it). Or you could separate the logic into two systems. 

 

Having separate systems would also be natural if you end up having completely separate components (MeleeWeaponComponent and RangeWeaponComponent).

 

On the other hand, if there are things like restrictions on simultaneous use of weapons (you can use a melee or a range weapon, but not both at the same time), or if it depends how many hands your character has free or something, then having a single system managing all the logic might make more sense. Can you have a weapon that is both melee and ranged?

 

Basically, it really depends on the constraints you have regarding the types of weapons in your game. There's no right answer, it's whatever makes sense and is most natural in your scenario.

 

NB: It seems a bit weird to have things like isReloaded and updateCooldowns on InventoryComponent, but I guess if your inventory is exclusively weapons then it makes sense. I tend to put anything other than absolute basic logic into a system though.

 

The weapons are generally not that complex and the player can only use one weapon at a time (It's a sidescroller shooter). i guess I should broaden the shooting system to include melee weapons.

 

I also avoid putting any logic in components as well. The functions in the inventory are mostly simple functions that loops through the weapons changing certain values or logical expressions. And thanks for the quick response smile.png

Edited by camel rider
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Hello.

The mellee weapon could still fire projectiles that you dont see and have short range then the animation does the rest.

There the same thing.

Set the speed of the projectile to the swing of a sword time it hits centre say.

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