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Found 2 results

  1. Hi, in a game I'm developing I'm trying to implement the entity component model in such a way that I can have units get their components information from the tiledMap file, I load the components from the Json like so if (object.properties.components !== "") { object.properties.components.split(",").forEach(function (componentName) { entity.addComponent(new FYP.Components[componentName](this)); }, this); } FYP.Entity.prototype.addComponent = function (component) { 'use strict'; // Add component data to the entity // NOTE: The component must have a name property (which is defined as // a prototype protoype of a component function) this.components[component.name] = component.name; return this; }; FYP.Components.PlayerInputComponent = function () { 'use strict'; this.cursors = null; return this; }; FYP.Components.PlayerInputComponent.prototype = new FYP.Components.PlayerInputComponent(); FYP.Components.PlayerInputComponent.prototype.name = 'PlayerInputComponent'; FYP.Components.PlayerInputComponent.prototype.type = 'Input'; FYP.Components.PlayerInputComponent.prototype.constructor = FYP.Components.PlayerInputComponent; FYP.Components.PlayerInputComponent.prototype.initialize = function (actor) { 'use strict'; this.cursors = actor.game.keyboard.createCursorKeys(); this.cursors.leftHand = this.keyboard.addKey(Phaser.Keyboard.X); this.cursors.rightHand = this.keyboard.addKey(Phaser.Keyboard.Z); this.cursors.pause = this.keyboard.addKey(Phaser.Keyboard.P); }; FYP.Entity = function (game, position, spriteKey) { 'use strict'; Phaser.Sprite.call(this, game, position.x, position.y, spriteKey); this.commands = []; this.components = []; // Set the pivot point for this sprite to the center this.anchor.setTo(0.5, 0.5); return this; }; FYP.Entity.prototype = Object.create(Phaser.Sprite.prototype); FYP.Entity.prototype.constructor = FYP.Entity; FYP.Entity.prototype.update = function () { 'use strict'; if (this.components) { this.components.forEach(function (component) { component.update(); console.log(component); }, this); } this does not work however, and even though Entity.components seems to contain all the appropriate components the array always seems to have a length of 0 so I can't traverse it to execute the update functions
  2. Ansimuz

    Snake Enemy

    Hi, What would be the logic or best way to create a entity followed by other entities to create a snake made of linked entities. For example a head entity that will be followed by other entities that form the body of the snake. BTW i am using impactJS
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