- Entities are plain identifiers that represent “objects” in your game, e.g. players, projectiles, mobs, etc.
- Components contain the data of the properties of your entities, for example: a projectile entity contains the position and velocity components.
- Systems are the game logic that operates on your entities, for example: a physics system acts on all entities that have mass and position components, or a regeneration system acts on all entities that have a health component.
The World
Before getting into how to use ECS, we’ll briefly cover theWorld type. This is your game world. It holds all your entities, components, and systems together. Here’s what a typical main.go looks like:
main.go
TickRatesets how many times per second the game loop runs. A tick represents a single state change in Cardinal.EpochFrequencysets how many ticks to include in an epoch. An epoch is a group of ticks that will be persisted to a blockchain.
Components
Components are plain Go structs that implement theComponent interface. This interface requires a single Name() method that returns a unique string identifier.
Component names must start with a letter or underscore, and contain only letters, digits, and
underscores (e.g.
Health, player_health).Tag Components
Components don’t need to contain data. You can use empty structs as “tags” to mark entities:Systems
Systems are plain functions that take a single parameter and return an error. The parameter is a pointer to a user-defined struct type that embedsBaseSystemState. This struct defines a system’s dependencies and what it can access, e.g. components, commands, events, etc. (We’ll cover these in more detail soon.)
This is the simplest possible system:
System Hooks
You can control when a system executes during a tick by specifying a hook when you register the system, for example:
Each of these corresponds to a tick phase, except
Init, which runs only once in the first tick.
Searches
To work with entities and their components in your systems, you need to define a search. A search lets you find and manipulate entities with specific components. Add a search field to your system state struct using one of these types:Exact[T]: finds entities that have exactly the specified components, nothing more.Contains[T]: finds entities that have at least the specified components, but may have others.
Health component, but only enemies have an AIBehavior component. Using Contains with just Health would match both players and enemies. Using Exact with Health and AIBehavior would match only enemies.
The type parameter T is a struct that lists the components you want to search for. Each field must use Ref[C], where C is a component type:
Mobs that matches all entities with at least Health and Position components. We’ll use it to demonstrate entity operations below.
Creating an Entity
UseCreate to spawn a new entity with the components defined in your search. It returns the entity ID and a handle to access its components. All components are initialized to their zero values.
Create always creates an entity with exactly the components in your search, even if you’re using
Contains. The difference between Contains and Exact only affects which entities are matched
when iterating or querying.Destroying an Entity
UseDestroy to remove an entity and all its components from the world. Returns true if the entity existed and was destroyed:
Iterating Over Entities
UseIter to loop through all entities matching the search. It yields both the entity ID and a handle to access components:
Getting a Specific Entity
UseGetByID to retrieve a specific entity’s handle. Returns false if the entity doesn’t exist or doesn’t have the matching components in the search:
Reading and Writing Components
UseGet and Set on component references to read and write component data:
Adding a Component
Because systems must declare all components they access upfront, adding a component requires including it in your search definition. Define aContains[T] search with both the entity’s existing components and the component you want to add, then use Set to add the new component:
Because you’re using a
Contains search, it may match entities you don’t intend to modify. To
avoid this, add a tag component so you can distinguish your target entities
from the rest.Removing a Component
UseRemove to detach a component from an entity: