Comments (2)
- The architecture of Ash is such that systems take it in turns to do their processing. They don't talk to each other because if they did so the listening system would act out of sequence. Systems use an manipulate the data in the components. The CollisionSystem doesn't have to remove the game objects, it could set a property in the SpaceShip's components that indicates a collision, perhaps incrementing a number that represents the amount of damage sustained. Other systems (your AISystem) can in turn respond to that data by deciding how it affects the SpaceShip.
- If you follow the architecture I've described in the previous answer, you'll find that you do want to call the AISystem from the game loop. The update call from the game loop is the only chance a system has to do any processing at all.
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thank you for the answers :)
from ash.
Related Issues (20)
- Should we enable developers to extend Ash to use more sophisticated rules for adding entities to node lists? HOT 14
- System.priority can be Number HOT 2
- Add ability to get all componentes on an Entity HOT 3
- Scripting solutions with ASH. HOT 1
- Entity.clone() - possible error if component registered with BaseClass HOT 1
- entity.asNode(); HOT 1
- User input events queue HOT 6
- Robotlegs Ash Extension fails with latest robotlegs HOT 1
- NodeList.forEach
- ComponentMatchingFamily.componentAddedToEntity check added component HOT 1
- Avoid Vector/Array push() method HOT 4
- Please start adding version tags HOT 5
- SignalBase.removeAll()
- EntityStateMachine and EngineStateMachine has almost same code HOT 4
- Test file names does not match the class name been tested.
- EngineStateMachine changing states during Engine update HOT 1
- Removing entity that was removed before causes entity list change. HOT 2
- ASDoc
- Clear Next/Previous when removing Entity from EntityList HOT 4
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