Game Programming: Mastering Entity Framework

Welcome, fellow game enthusiasts! Today, we embark on an exciting journey into the depths of entity frameworks and their invaluable role in game development. But first, let’s delve into what exactly an entity is and its significance within the gaming realm.

Defining an entity can be a challenging task. Its nature varies depending on individual interpretation. To illustrate this point, let’s take the example of Game Maker, a tool I dabbled with myself. In Game Maker, objects serve as entities that exist within the game world. Even something as abstract as time can be transformed into an entity that invisibly keeps track of the game’s temporal aspects.

At its core, an entity doesn’t necessarily require a visible representation, such as a sprite. However, it must be rendered in some form. You might wonder how something can be rendered without a sprite, but the answer lies in the intricacies of game development. Fear not, for I shall guide you through this enigma!

Within the confines of our rain directory, we shall forge our own entity class package. Entities, being the backbone of our game structure, warrant their own distinct structure. By creating an entity class, we open doors to endless possibilities. Let’s delve into the code:

class Entity {
    private boolean removed = false;
    protected Level level;
    protected final Random random;

    public void update() {
        // Update code goes here
    }

    public void render(Screen screen) {
        // Rendering code goes here
    }

    public void remove() {
        this.removed = true;
    }

    public boolean isRemoved() {
        return removed;
    }
}

Now, let’s unravel the essence of this code. The Entity class boasts essential attributes such as X and Y coordinates, which come into play when entities move about the game world. The update() method, intricately linked to our game’s central update method, ensures that our entities receive updates 60 times per second. On the other hand, the render() method, with its indispensable screen parameter, allows our entities to be displayed on the screen.

Further reading:  Homework 2.1: Intermediate C++ Game Programming

Another vital aspect is the remove() method, which, true to its name, initiates the removal of an entity from the game’s level. We also have the isRemoved() method, which serves as a validation check. These elements combine to form the intricate web of entity management that we shall explore in future episodes.

As we progress through this series, you’ll witness firsthand the complexity and multitude of approaches available to achieve the same outcome. A word of caution: simplicity does not always equate to optimal performance. By employing a meticulous approach, we strive for both clean and efficient code.

With that said, my dear friends, I must bid you farewell for now. I hope you enjoyed this enlightening episode. If you found it valuable, don’t forget to show your support by hitting that like button. In our next adventure, we shall embark on creating a player class and introducing our beloved character onto the screen.

Until then, may your coding endeavors be filled with excitement and unparalleled creativity!

P.S. For further inspiration, be sure to check out Techal, a wellspring of knowledge in the realms of technology and beyond.

YouTube video
Game Programming: Mastering Entity Framework