11 KiB
Entity
In ECS architecture, an Entity is the basic object in the game world. An entity itself does not contain game logic or data - it's just a container that combines different components to achieve various functionalities.
Basic Concepts
An entity is a lightweight object mainly used for:
- Serving as a container for components
- Providing a unique identifier (ID)
- Managing component lifecycle
::: tip About Parent-Child Hierarchy
Parent-child hierarchy relationships between entities are managed through HierarchyComponent and HierarchySystem, not built-in Entity properties. This design follows ECS composition principles - only entities that need hierarchy relationships add this component.
See Hierarchy System documentation. :::
Creating Entities
Important: Entities must be created through Scene, manual creation is not supported!
Entities must be created through the scene's createEntity() method to ensure:
- Entity is properly added to the scene's entity management system
- Entity is added to the query system for system use
- Entity gets the correct scene reference
- Related lifecycle events are triggered
// Correct way: create entity through scene
const player = scene.createEntity("Player");
// Wrong way: manually create entity
// const entity = new Entity("MyEntity", 1); // System cannot manage such entities
Adding Components
Entities gain functionality by adding components:
import { Component, ECSComponent } from '@esengine/ecs-framework';
// Define position component
@ECSComponent('Position')
class Position extends Component {
x: number = 0;
y: number = 0;
constructor(x: number = 0, y: number = 0) {
super();
this.x = x;
this.y = y;
}
}
// Define health component
@ECSComponent('Health')
class Health extends Component {
current: number = 100;
max: number = 100;
constructor(max: number = 100) {
super();
this.max = max;
this.current = max;
}
}
// Add components to entity
const player = scene.createEntity("Player");
player.addComponent(new Position(100, 200));
player.addComponent(new Health(150));
Getting Components
// Get component (pass component class, not instance)
const position = player.getComponent(Position); // Returns Position | null
const health = player.getComponent(Health); // Returns Health | null
// Check if component exists
if (position) {
console.log(`Player position: x=${position.x}, y=${position.y}`);
}
// Check if entity has a component
if (player.hasComponent(Position)) {
console.log("Player has position component");
}
// Get all component instances (read-only property)
const allComponents = player.components; // readonly Component[]
// Get all components of specified type (supports multiple components of same type)
const allHealthComponents = player.getComponents(Health); // Health[]
// Get or create component (creates automatically if not exists)
const position = player.getOrCreateComponent(Position, 0, 0); // Pass constructor arguments
const health = player.getOrCreateComponent(Health, 100); // Returns existing if present, creates new if not
Removing Components
// Method 1: Remove by component type
const removedHealth = player.removeComponentByType(Health);
if (removedHealth) {
console.log("Health component removed");
}
// Method 2: Remove by component instance
const healthComponent = player.getComponent(Health);
if (healthComponent) {
player.removeComponent(healthComponent);
}
// Batch remove multiple component types
const removedComponents = player.removeComponentsByTypes([Position, Health]);
// Check if component was removed
if (!player.hasComponent(Health)) {
console.log("Health component has been removed");
}
Finding Entities
Scene provides multiple ways to find entities:
Find by Name
// Find single entity
const player = scene.findEntity("Player");
// Or use alias method
const player2 = scene.getEntityByName("Player");
if (player) {
console.log("Found player entity");
}
Find by ID
// Find by entity ID
const entity = scene.findEntityById(123);
Find by Tag
Entities support a tag system for quick categorization and lookup:
// Set tags
player.tag = 1; // Player tag
enemy.tag = 2; // Enemy tag
// Find all entities by tag
const players = scene.findEntitiesByTag(1);
const enemies = scene.findEntitiesByTag(2);
// Or use alias method
const allPlayers = scene.getEntitiesByTag(1);
Entity Lifecycle
// Destroy entity
player.destroy();
// Check if entity is destroyed
if (player.isDestroyed) {
console.log("Entity has been destroyed");
}
Entity Events
Component changes on entities trigger events:
// Listen for component added event
scene.eventSystem.on('component:added', (data) => {
console.log('Component added:', data);
});
// Listen for entity created event
scene.eventSystem.on('entity:created', (data) => {
console.log('Entity created:', data.entityName);
});
Performance Optimization
Batch Entity Creation
The framework provides high-performance batch creation methods:
// Batch create 100 bullet entities (high-performance version)
const bullets = scene.createEntities(100, "Bullet");
// Add components to each bullet
bullets.forEach((bullet, index) => {
bullet.addComponent(new Position(Math.random() * 800, Math.random() * 600));
bullet.addComponent(new Velocity(Math.random() * 100 - 50, Math.random() * 100 - 50));
});
createEntities() method will:
- Batch allocate entity IDs
- Batch add to entity list
- Optimize query system updates
- Reduce system cache clearing times
Best Practices
1. Appropriate Component Granularity
// Good practice: single-purpose components
@ECSComponent('Position')
class Position extends Component {
x: number = 0;
y: number = 0;
}
@ECSComponent('Velocity')
class Velocity extends Component {
dx: number = 0;
dy: number = 0;
}
// Avoid: overly complex components
@ECSComponent('Player')
class Player extends Component {
// Avoid including too many unrelated properties in one component
x: number;
y: number;
health: number;
inventory: Item[];
skills: Skill[];
}
2. Use Decorators
Always use @ECSComponent decorator:
@ECSComponent('Transform')
class Transform extends Component {
// Component implementation
}
3. Proper Naming
// Clear entity naming
const mainCharacter = scene.createEntity("MainCharacter");
const enemy1 = scene.createEntity("Goblin_001");
const collectible = scene.createEntity("HealthPotion");
4. Timely Cleanup
// Destroy entities that are no longer needed
if (enemy.getComponent(Health).current <= 0) {
enemy.destroy();
}
Debugging Entities
The framework provides debugging features to help development:
// Get entity debug info
const debugInfo = entity.getDebugInfo();
console.log('Entity info:', debugInfo);
// List all components of entity
entity.components.forEach(component => {
console.log('Component:', component.constructor.name);
});
Entities are one of the core concepts in ECS architecture. Understanding how to use entities correctly will help you build efficient, maintainable game code.
Entity Handle (EntityHandle)
Entity handles provide a safe way to reference entities, solving the "referencing destroyed entity" problem.
Problem Scenario
Suppose your AI system needs to track a target enemy:
// Wrong approach: directly store entity reference
class AISystem extends EntitySystem {
private targetEnemy: Entity | null = null;
setTarget(enemy: Entity) {
this.targetEnemy = enemy;
}
process() {
if (this.targetEnemy) {
// Dangerous! Enemy might be destroyed, but reference still exists
// Worse: this memory location might be reused by a new entity
const health = this.targetEnemy.getComponent(Health);
// Might operate on the wrong entity!
}
}
}
Correct Approach Using Handles
Each entity is automatically assigned a handle when created, accessible via entity.handle:
import { EntityHandle, NULL_HANDLE, isValidHandle } from '@esengine/ecs-framework';
class AISystem extends EntitySystem {
// Store handle instead of entity reference
private targetHandle: EntityHandle = NULL_HANDLE;
setTarget(enemy: Entity) {
// Save enemy's handle
this.targetHandle = enemy.handle;
}
process() {
if (!isValidHandle(this.targetHandle)) {
return; // No target
}
// Get entity through handle (automatically checks validity)
const enemy = this.scene.findEntityByHandle(this.targetHandle);
if (!enemy) {
// Enemy was destroyed, clear reference
this.targetHandle = NULL_HANDLE;
return;
}
// Safe operation
const health = enemy.getComponent(Health);
}
}
Complete Example: Skill Target Locking
import {
EntitySystem, Entity, EntityHandle, NULL_HANDLE, isValidHandle
} from '@esengine/ecs-framework';
@ECSSystem('SkillTargeting')
class SkillTargetingSystem extends EntitySystem {
// Store handles for multiple targets
private lockedTargets: Map<Entity, EntityHandle> = new Map();
// Lock target
lockTarget(caster: Entity, target: Entity) {
this.lockedTargets.set(caster, target.handle);
}
// Get locked target
getLockedTarget(caster: Entity): Entity | null {
const handle = this.lockedTargets.get(caster);
if (!handle || !isValidHandle(handle)) {
return null;
}
// findEntityByHandle checks if handle is valid
const target = this.scene.findEntityByHandle(handle);
if (!target) {
// Target died, clear lock
this.lockedTargets.delete(caster);
}
return target;
}
// Cast skill
castSkill(caster: Entity) {
const target = this.getLockedTarget(caster);
if (!target) {
console.log('Target lost, skill cancelled');
return;
}
// Safely deal damage to target
const health = target.getComponent(Health);
if (health) {
health.current -= 10;
}
}
}
Handle vs Entity Reference
| Scenario | Recommended Approach |
|---|---|
| Temporary use within same frame | Use Entity reference directly |
| Cross-frame storage (e.g., AI target, skill target) | Use EntityHandle |
| Needs serialization | Use EntityHandle (numeric type) |
| Network synchronization | Use EntityHandle (can be transmitted directly) |
API Quick Reference
// Get entity's handle
const handle = entity.handle;
// Check if handle is non-null
if (isValidHandle(handle)) { ... }
// Get entity through handle (automatically checks validity)
const entity = scene.findEntityByHandle(handle);
// Check if entity corresponding to handle is alive
const alive = scene.handleManager.isAlive(handle);
// Null handle constant
const emptyHandle = NULL_HANDLE;
Next Steps
- Learn about Hierarchy System to establish parent-child relationships
- Learn about Component System to add functionality to entities
- Learn about Scene Management to organize and manage entities