I'm currently creating a game engine for my personal project.
And I'm currently implementing Entity and Component System.
Classes and Interfaces Definitions
Here the classes and interfaces that involved to this problem:
Entity
: abstract class for any entity in the game, it does not implement any interface or class. It hasChildren
mechanism, so anEntity
can add anotherEntity
as it child and able to remove it any time, it can also contains multipleComponent
.Component
: abstract class for any component in the game. TheComponent
is used to add, remove and / or modify the behavior or ability of anEntity
. I use this to aid C# limitation that a class cannot inherit multiple classes at a time.Entity
can contains multipleComponent
, however, it cannot contains multipleComponent
with same type at the same time.Scene
: a class that represent a "Screen" or "State" in the game.Scene
can contains multipleEntity
objects and responsible for render theEntity
that implementIRenderable
as well as updatingEntity
that implementIUpdatable
andIInputable
IRenderable
: Represent an object that can be rendered and displayed on the screen.IUpdatable
: Represent an object that can be updated each frame in the game.IInputable
: Represent an object that able to receive player input.
The Codes
So here the simplified codes:
Entity:
public abstract class Entity
{
private List<Component> _components = new List<Component>();
private List<Entity> _children = new List<Entity>();
public void AddChild(Entity child)
{
_children.Add(child);
}
public void RemoveChild(Entity child)
{
_children.Remove(child);
}
public Entity[] GetChildren()
{
return _children.ToArray();
}
public void AddComponent<T>()
where T : Component
{
if (_components.Find((c) => c is T) != null)
return; // each entity can only contains one type of component at the same time
var component = (T)Activator.CreateInstance(typeof(T));
component.Owner = this;
_components.Add(component);
}
public void RemoveComponent<T>()
where T : Component
{
var component = _components.Find((c) => c is T);
if (component == null)
return;
component.Owner = null;
_components.Remove(component);
}
public Component[] GetComponents()
{
return _components.ToArray();
}
}
Component:
public abstract class Component
{
public Entity Owner { get; protected internal set; }
}
Scene:
public class Scene : IRenderable, IUpdatable, IInputable
{
private List<Entity> _entities = new List<Entity>();
public bool Enabled { get; set; }
public bool Visible { get; set; }
public void Add(Entity entity)
{
_entities.Add(entity);
}
public void Remove(Entity entity)
{
_entities.Remove(entity);
}
// Render, Update and Input function in the Scene will automatically called at the game loop by game window
public void Render(RenderTarget target, RenderStates states)
{
if (Visible)
{
foreach (var entity in _entities)
{
if (entity is IRenderable)
((IRenderable)entity).Render(target, states);
}
}
}
public void Update(double delta)
{
if (Enabled)
{
foreach (var entity in _entities)
{
if (entity is IUpdatable)
((IUpdatable)entity).Update(delta);
}
}
}
public void Input(InputEventArgs e)
{
if (Enabled)
{
foreach (var entity in _entities)
{
if (entity is IInputable)
((IInputable)entity).Input(e);
}
}
}
}
The Interfaces:
public interface IRenderable
{
bool Visible { get; set; }
void Render(RenderTarget target, RenderStates states);
}
public interface IUpdatable
{
bool Enabled { get; set; }
void Update(double delta);
}
public interface IInputable
{
bool Enabled { get; set; }
void Input(InputEventArgs e);
}
Questions
Does any class / interface violates or lacking it's capability and / or functionality from it's name? for example,
IRenderable
enforce the class that implement it to implementVisible
property, which mean all "Renderable" object should have "Visible" state, is such design correct?At the shown code above, the
Scene
is not responsible to check theEntity
children and it's components, and it also possible to add anotherEntity
as a child while implementing interface that not implemented by it's parent. Consider following example:public class CustomEntity : Entity { // Some codes here... } public class Sprite : Entity, IRenderable { public bool Visible { get; set; } // ... public void Render(RenderTarget target, RenderStates states) { // If the sprite is not visible, it should not render itself and ignore the children if (!Visible) return; // Render the sprite here... // Since scene does not check the Entity children, // We need to render the child and components in case they implement IRenderable foreach (var child in GetChildren()) { if (child is IRenderable) { if (((IRenderable)child).Visible) ((IRenderable)child).Render(target, states); } } foreach (var component in GetComponents()) { if (component is IRenderable) { if (((IRenderable)component).Visible) ((IRenderable)component).Render(target, states); } } } }
the
CustomEntity
does not implementIRenderable
interface, however, it is possible to do something like this:var myEntity = new CustomEntity(); var mySprite = new Sprite(); myEntity.AddChild(mySprite);
and of course
mySprite
won't be rendered whenmyEntity
is added to theScene
, the same thing applies to theComponent
. Is this correct behavior? or shouldScene
handle those stuffs?
That's all for now, in case you find something weird with the design, I'm open for suggestion. I'll update the question if I've got something more to ask.
-
2\$\begingroup\$ I have rolled back the last edit. Please see what you may and may not do after receiving answers . Basically, don't update your code in the question based on advice, as it invalidates people's answers. If your code doesn't represent your actual code, we'd normally see that as off-topic, because people will give advice on the code your present, and if it doesn't MATCH the code you actually have, you might get useless advice. Something to remember. \$\endgroup\$Pimgd– Pimgd2016年03月18日 13:56:00 +00:00Commented Mar 18, 2016 at 13:56
1 Answer 1
Some issues:
Your type casting is not the most readable. Also, if you use the casted object more than once, it may be less inefficient.
Instead of:
if(object is Type)
((Type)object).DoSomething();
Use:
var casted = object as Type;
if (casted != null) {
casted.DoSomething();
}
This way, you do not need to cast the object every time it is used, so it may be faster, and it is more readable.
Also, for your components, it may be faster to use a Dictionary<Type, Component>
, as it does not need to iterate through every key, so instead of:
if (_components.Find((c) => c is T) != null)
return;
You should use:
if (_components.ContainsKey(typeof(T))) {
return;
}
It is also a bad practice to exclude braces from if
statements, as it may confuse some if there are multiple statements, all indented.
For example, you may write:
if (condition)
DoSomething();
DoSomethingElse();
At first, it may look perfectly normal, especially if you are doing a quick read-through. (Of course, using an auto-indenter solves the problem, but the code may still be hard to read for some.)
Furthermore, in this method:
public Entity[] GetChildren()
{
return _children.ToArray();
}
you are converting a List
to an Array
. Since List
uses an Array
internally, it is not expensive, but unless you have a good reason to keep it, it's better to leave it in list form. The same applies to GetComponents
.
To answer your questions:
2. This should be good object-oriented code. The object-specific methods are defined on each object, and the Scene
, which has a role of rendering the items, should be the one calling the Render
method.
If it is intended for the children of CustomEEntity
to be visible, it will be best to implement the Render
method and Visible
property in the CustomEntity
.
On the other hand, if CustomEntity
is not related to rendering, it should not have an IRenderable
child at all. In this case, you may want to check the interfaces implemented by each child and component before adding, and make sure the object implements the interfaces as well.
-
\$\begingroup\$ Thanks for your reply, I changed type casting code and use Dictionary to store the components. About the braces, I stripped the braces from original codes for simplicity sake, I'll edit the question. Anyway, so the
Scene
is the one that should calling theRender
method of anEntity
and it's children? \$\endgroup\$CXO2– CXO22016年03月18日 13:50:34 +00:00Commented Mar 18, 2016 at 13:50 -
\$\begingroup\$ The method in the
Entity
should render its children, especially especially since it may be nested. TheRender
method should do everything theEntity
needs to render fully, but it should always be called by the renderer. \$\endgroup\$somebody– somebody2016年03月18日 13:52:53 +00:00Commented Mar 18, 2016 at 13:52 -
\$\begingroup\$ Thanks for your clarification, and I saw your edited answer everything seems to be clear now! \$\endgroup\$CXO2– CXO22016年03月18日 14:12:51 +00:00Commented Mar 18, 2016 at 14:12
-
1\$\begingroup\$ If you want to prevent the
IRenderable
from being added, the easiest way is probably to have a method that takes anEntity parent
, andEntity child
, then in the function do something like:if (!parent is <interface> && child is <interface>) {throw new <yourexception>("<interface>")}
, where<yourexception>
prints something like"Parent does not support {0}", interface
\$\endgroup\$somebody– somebody2016年03月18日 14:18:22 +00:00Commented Mar 18, 2016 at 14:18 -
\$\begingroup\$ Thanks for your help, I need one more thing to clarify: how about the
Component
s? the main purpose ofComponent
is to add, remove as well as modify an Entity behavior. for example: I need to addIUpdatable
andIRenderable
Component
to anEntity
while theEntity
itself doesn't implement those interfaces. In such case, theComponent
need to be updated (and rendered) on each frame while theEntity
itself is not (It's sounds make sense for me). What should I do in such case? isComponent
should apply same rule as the Child? or let theScene
handle theComponent
stuffs? \$\endgroup\$CXO2– CXO22016年03月18日 21:03:14 +00:00Commented Mar 18, 2016 at 21:03
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