The year 2017 is already quite old, but this post goes back into 2016 one last time. That year was a real exciting one and one that changed quite a lot for me. So let’s go back to April 2016.
This post will give you another bunch of information how to implement a component-based entity system. We talked already about the way to setup a project in a clean way and the way data is stored. Now we’ll have a look where the logic of the game has its home.
On this note I’ll also explain the event-driven way of our framework. As a system is very self-contained, events are the way to communicate with other systems and the world outside a system in general.
In the first part I talked about the basics of data binding, namely the data context and the data property, which define the data that is provided from the logic for the presentation side of your game. This makes it possible to visualize the data and react on data changes.
One part is missing though: Giving the presentation side a possibility to send desired actions into the logic, e.g. when the user clicks on a button. This feature is implemented by commands.
After reading through the documentation I wrote for the asset, my co-founder Nick suggested to add an article what goes on behind the scenes. This also sounded like a good idea for a blog post, so I’ll just be lazy and combine those with this dev blog post 🙂