This is our implementation of the "Entity Component System" model in Go. It was designed to be used in engo
, however
it is not dependent on any other packages so is able to be used wherever!
In the Entity Component System paradigm, you have three elements;
- Entities
- Components
- Systems.
In our implementation, we use the type World
to work with those System
s. Each System
can have references to any number (including 0) of entities. And each Entity
can have as many Component
s as desired.
An example of creating a World
, adding a System
to it, and update all systems
// Declare the world - you can also use "var world ecs.World"
world := ecs.World{}
// You can add as many Systems here as you like. The RenderSystem provided by `engo` is just an example.
world.AddSystem(&engo.RenderSystem{})
// This will usually be called within the game-loop, in order to update all Systems on every frame.
world.Update(0.125) // 0.125 would be the time in seconds since the last update
We've been talking about System
s, but what are they? Anything that implements the interface, can be used as a System
:
type System interface {
// Update is ran every frame, with `dt` being the time in seconds since the last frame
Update(dt float32)
// Delete should remove the entity from the system completely
Remove(e BasicEntity)
}
What does this say? It needs to have an Update
method (which is called from world.Update
), and it needs to have a Remove(ecs.BasicEntity)
method. Why require a Remove method, but not an Add method? Because there's no 'generic' Add
method (the parameters may change), while in order to remove something, all you need it the unique identifier (as provided by the BasicEntity
).
Optionally, your System
may implement the Initializer
interface, which allows you to do initialization for the given World
. Basically, it allows you to initialize values, without having to call the function manually before adding it to the World
. Whenever you add a System
(one that implements the Initializer
interface) to the world, the New
method will be called.
type Initializer interface {
// New is the initialisation of the System, and may be used to initialize some values beforehand, like storing
// a reference to the World
New(*World)
}
Optionally, your System
may implement the Prioritizer
interface, which allows the World
to sort the System
s based on that priority. If omitted, a value of 0
is assumed.
type Prioritizer interface {
// Priority indicates the order in which Systems should be executed per iteration, higher meaning sooner. Default is 0
Priority() int
}
Where do the entities come in? All game-logic has to be done within System
s (the Update
method, to be precise)). Component
s store data (which is used by those System
s). An Entity
is no more than a wrapper which combines multiple Component
s and adds a unique identifier to the whole. This unique identifier is nothing magic: simply an incrementing integer value - nothing to worry about.
Because the precise definition of those
Component
s can vary, thisecs
package provides noComponent
s -- we only provide examples here. Thegithub.com/EngoEngine/engo/common
package offers lots ofComponent
s andSystem
s to work with, out of the box.
Let's view an example:
type SpaceComponent struct {
Width float32
Height float32
}
type HealthComponent struct {
HealthPercentage float32
ManaPercentage float32
}
type Player struct {
ecs.BasicEntity
SpaceComponent
HealthComponent
}
Here, the type Player
is made out of three elements: the unique identifier (ecs.BasicEntity
) and two Component
s. A System
may make use of one or more of those Component
s. Which are required, is defined by the Add
method on that System
.
Let's view a few examples:
func (MySystem1) Add(basic *ecs.BasicEntity, space *SpaceComponent) { /* ... */ }
func (MySystem2) Add(basic *ecs.BasicEntity, health *HealthComponent) { /* ... */ }
func (MySystem3) Add(basic *ecs.BasicEntity, space *SpaceComponent, health *HealthComponent) { /* ... */ }
These three different Add
methods are all valid, and use different Components. But how can I add my Entity
to the System
, if I didn't save a reference to that System
?
// Initialize our custom Entity
// NOTE: we have to call `ecs.NewBasic` here, to give our Entity a new unique identifier
player := Player{BasicEntity: ecs.NewBasic()}
// Loop over all Systems
for _, system := range world.Systems() {
// Use a type-switch to figure out which System is which
switch sys := system.(type) {
// Create a case for each System you want to use
case *MySystem1:
sys.Add(&player.BasicEntity, &player.SpaceComponent)
case *MySystem3:
sys.Add(&player.BasicEntity, &player.SpaceComponent, &player.Healthcomponent)
}
}
That is all there is to it.
You more than likely will want to create System
s yourself. We will now go in depth on what you should do when defining your own Add
method for your System
. As seen above, you can create any number (and type of) parameters you want.
We do ask you to let the first argument be of type
*ecs.BasicEntity
- as a general rule.
Your System
should include an array, slice or map in which to store those entities. Now it is important to note that you're not receiving entities per se -- you are receiving references to the Component
s you need. The actual Entity
(type Player
in our example) may contain way more Component
s. You will most-likely want to create a struct for you to store those pointers in. An example:
type myAwesomeEntity struct {
*ecs.BasicEntity
*SpaceComponent
}
type MyAwesomeSystem struct {
entities []myAwesomeEntity
}
func (m *MyAwesomeSystem) Add(basic *ecs.BasicEntity, space *SpaceComponent) {
m.entities = append(m.entities, myAwesomeEntity{basic, space})
}
As a convention, please include "System" in the name of your
System
-- at the end. When you define a struct (which contains pointers, as opposed to thePlayer
struct we created earlier), please replace thatSystem
part withEntity
. You should only use this newly-created struct in your similarly-namedSystem
. You will usually never want to export thatEntity
definition, as it is only being used in thatSystem
. If your system would be calledBallMovementSystem
, then your struct would be calledballMovementEntity
.
Your System
must implement the Remove
method as specified by the System
interface. Whenever you start storing entities, you should define this method in such a way, that it removes the custom-created non-exported Entity
-struct from the array, slice or map. An ecs.BasicEntity
is given for you to figure out which element in the array, slice or map it is.
// Remove removes the Entity from the System. This is what most Remove methods will look like
func (m *MyAwesomeSystem) Remove(basic ecs.BasicEntity) {
var delete int = -1
for index, entity := range m.entities {
if entity.ID() == basic.ID() {
delete = index
break
}
}
if delete >= 0 {
m.entities = append(m.entities[:delete], m.entities[delete+1:]...)
}
}
// OR, if you were using a `map` instead of a `slice`:
// Remove removes the Entity from the System. As you see, removing becomes easier when using a `map`.
func (m *MyAwesomeSystem) Remove(basic ecs.BasicEntity) {
delete(m.entities, basic.ID())
}
//
Even though that a
map
looks easier, if you want to loop over thatmap
each frame, writing those additional lines to use aslice
instead, is definitely worth it in terms of runtime performance. Iterating over amap
is a lot slower.
Whatever your System
does on the Update
method, is up to you. Each System
is unique in that sense. If you're storing entities, then you might want to loop over them each frame. Again, this depends on your use-case.
func (m *MyAwesomeSystem) Update(dt float32) {
for _, entity := range m.entities {
fmt.Println("I would like to tell you", entity.ID(), "that it has been", dt, "seconds since the last time we spoke. ")
}
}
When your game gets really big, adding each entity to every system would be time consuming and buggy using the methods mentioned above. However, you can easily add entities to systems based solely on the interfaces that entity implements by
utilizing the SystemAddByInterfacer
. This takes a bit of work up front, but makes things much easier if your number of systems and entities increases. We're going to start with an example System
MySystem, with Component
ComponentA
type ComponentA struct {
num int
}
type mySystemEntity struct {
ecs.BasicEntity
*ComponentA
}
type MySystem struct {
entities []mySystemEntity
}
func (m *MySystem) Add(basic ecs.BasicEntity, a *ComponentA) { /* Add stuff goes here */ }
func (m *MySystem) Remove(basic ecs.BasicEntity) { /* Remove stuff here */ }
func (m *MySystem) Update(dt float32) { /* Update stuff here */ }
The components need to have corresponding Getters and Interfaces in order to be utilized. Let's add them
func (a *ComponentA) GetComponentA() *ComponentA {
return a
}
type AFace interface {
GetComponentA() *ComponentA
}
The convention is that we add Face to the end of the component's name for the interface.
Now that we have interfaces for all the components, we need to add an interface to tell if we use the system or not. (BasicEntity already has this setup for you, as does any component or system that uses entities in engo/common
)
type Myable interface {
ecs.BasicFace
AFace
}
The convention is to add able to the end of the system's name for the interface
Finally, we have to add the AddByInterface function to the system. Don't worry about the casting, it can't panic as the world makes sure it implements the required interface befor passing entities to it.
func (m *MySystem) AddByInterface(o ecs.Identifier) {
obj := o.(Myable)
m.Add(obj.GetBasicEntity(), obj.GetComponentA())
}
To use the system, instead of w.AddSystem()
use
var myable *Myable
w.AddSystemInterface(&MySystem{}, myable, nil)
This takes a pointer to the interface that the system needs implemented to use AddByInterface.
Finally, to add an entity, rather than looping through all the systems, you can just
w.AddEntity(&entity)
You can also add an interface to the system for components that can act as flags to NOT add an entity to that system. First you'll have to make the component. It'll have to have a Getter and Interface as well.
type NotMyComponent struct {}
type NotMyFace interface {
GetNotMyComponent() *NotMyComponent
}
func (n *NotMyComponent) GetNotMyComponent() *NotMyComponent {
return n
}
Then you can make the interface for the system
type NotMyable interface {
NotMyFace
}
Finally, we add it to the world
var myable *Myable
var notMyable *NotMyable
w.AddSystemInterface(&MySystem{}, myable, notMyable)
Now our system can automatically, and it'll include all the entities that implement the Myable interface, except any entity that implements the NotMyable interface.