List of scenes

Combat

This is only a very rough example of what a simple combat scene in the engine could look like

Systems Used

[update-action perform-action movement status-effect remove-dead]

update-action

Should be attached to a component containing the possible actions.

Updates the possible actions. Needs some kind of instance map to function properly.

perform-action

Should be attached to a component containing the possible actions.

Lets the next actor perform an action. Examples of actions include attack target or move somewhere. Movement should maybe be buffered and performed by the movement system.

Sends attack and move events.

status-effect

Should be attached to a component containing status-effect.

An example of a status effect is bleeding.

Sends events to affect components in the same entity.

movement

Should be attached to position component.

Moves around entities, this also includes entities that do not directly perform actions, for example ships in naval warfare.

May send events also moving other components.

remove-dead

Should be attached to health component.

Should remove dead entities from the state.

Observers Used

take-damage

Should be attached to health component.

Should listen for events telling an entity to take da

More Will Be Added Soon