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Generic Entity Config
Marko Koschak edited this page May 22, 2024
·
10 revisions
KorGE-Fleks uses generic entity config classes for creating game objects dynamically out of some given configuration. That configuration comes usually out of a level map object layer from Tiled or LDtk.
Some existing entity config data classes can be found in korlibs.korge.fleks.entity.config
.
For creating your own entity config data classes start with following code snippet and check the explanation below.
Entity config data classes are derived from EntityConfig and contain 4 sections as shown below:
import com.github.quillraven.fleks.*
import korlibs.korge.fleks.entity.*
data class MyEntityConfig(
override val name: String, // (1) Name For the specific game object which is characterized by below config values
// (2) Specific game object config which shall be changeable from outside
val <property1>: String,
val <property2>: Int,
...
) : EntityFactory.EntityConfig {
// The actual (anonymous) configure function as a value object
override val configureEntity = fun(world: World, entity: Entity) : Entity = with(world) {
entity.configure {
// (3) Build up entity with components for specific game object as needed
it += SomeComponent(
<property1> = this@MyEntityConnfig.<property1>, // Take over specific game object config
<property2> = this@MyEntityConnfig.<property2>
)
it += AnotherComponent(staticValue = 42f) // Static configuration for game object
...
}
return entity
}
// (4) Init block which registers the entity config in the EntityFactory
init {
EntityFactory.register(this)
}
}
Section (1) and (4) can be just taken over as is.
Section (2):
Section (3):