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https://github.com/Vroomway/game-management


https://github.com/Vroomway/game-management

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README

        

# Game Management

This scene outlines the general usage of the inventory and leveling systems used in Vroomway's racing game.

The inventory manager manages inventories with multiple different types of items, along with callbacks that can populated to auto update your displays.

The leveling manager keeps track of a player's experience, level, and prestige. It also includes leveling rewards (gain resources/permissions as you level).

There is no server code atm, but anyone using the system should be able to easily find where to put their server interactions.

# SDK7 Test scene

This scene is built with the SDK7 in alpha state.

# New ECS for SDK7

## Entities

An Entity is just an ID. It is an abstract concept not represented by any data structure. There is no "class Entity". Just a number that is used as a reference to group different components.

```ts
const myEntity = engine.addEntity()
console.console.log(myEntity) // 100

// Remove Entity
engine.removeEntity(myEntity)
```

> Note: Note that it's no longer necessary to separately create an entity and then add it to the engine, this is all done in a single act.

## Components

The component is just a data container, WITHOUT any functions.

To add a component to an entity, the entry point is now the component type, not the entity.

```ts
Transform.create(myEntity, )
```

This is different from how the syntax was in SDK6:

```ts
// OLD Syntax
myEntity.addComponent(Transform)
```

### Base Components

Base components already come packed as part of the SDK. Most of them interact directly with the renderer in some way. This is the full list of currently supported base components:

- Transform
- Animator
- Material
- MeshRenderer
- MeshCollider
- AudioSource
- AudioStream
- AvatarAttach
- AvatarModifierArea
- AvatarShape
- Billboard
- CameraMode
- CameraModeArea
- GltfContainer
- NftShape
- PointerEventsResult
- PointerHoverFeedback
- PointerLock
- Raycast
- RaycastResult
- TextShape
- VisibilityComponent

```ts
const entity = engine.addEntity()
Transfrom.create(entity, {
position: Vector3.create(12, 1, 12)
scale: Vector3.One(),
rotation: Quaternion.Identity()
})
GltfContainer.create(zombie, {
withCollisions: true,
isPointerBlocker: true,
visible: true,
src: 'models/zombie.glb'
})
```

### Custom Components

Each component must have a unique number ID. If a number is repeated, the engine or another player receiving updates might apply changes to the wrong component. Note that numbers 1-2000 are reserved for the base components.

When creating a custom component you declare the schema of the data to be stored in it. Every field in a component MUST belong to one of the built-in special schemas provided as part of the SDK. These special schemas include extra functionality that allows them to be serialized/deserialized.

Currently, the names of these special schemas are:

#### Primitives

1. `Schemas.Boolean`: true or false (serialized as a Byte)
2. `Schemas.String`: UTF8 strings (serialized length and content)
3. `Schemas.Float`: single precission float
4. `Schemas.Double`: double precision float
5. `Schemas.Byte`: a single byte, integer with range 0..255
6. `Schemas.Short`: 16 bits signed-integer with range -32768..32767
7. `Schemas.Int`: 32 bits signed-integer with range -2³¹..(2³¹-1)
8. `Schemas.Int64`: 64 bits signed-integer
9. `Schemas.Number`: an alias to Schemas.Float

#### Specials

10. `Schemas.Entity`: a wrapper to int32 that casts the type to `Entity`
11. `Schemas.Vector3`: a Vector3 with { x, y, z }
12. `Schemas.Quaternion`: a Quaternion with { x, y, z, w}
13. `Schemas.Color3`: a Color3 with { r, g, b }
14. `Schemas.Color4`: a Colo4 with { r, g, b, a }

#### Schema generator

15. `Schemas.Enum`: passing the serialization Schema and the original Enum as generic
16. `Schemas.Array`: passing the item Schema
17. `Schemas.Map`: passing a Map with Schemas as values
18. `Schemas.Optional`: passing the schema to serialize

Below are some examples of how these schemas can be declared.

```ts
const object = Schemas.Map({ x: Schemas.Int }) // { x: 1 }

const array = Schemas.Map(Schemas.Int) // [1,2,3,4]

const objectArray = Schemas.Array(Schemas.Map({ x: Schemas.Int })) // [{ x: 1 }, { x: 2 }]

const BasicSchemas = Schemas.Map({
x: Schemas.Int,
y: Schemas.Float,
text: Schemas.String,
flag: Schemas.Boolean
}) // { x: 1, y: 1.412, text: 'ecs 7 text', flag: true }

const VelocitySchema = Schemas.Map({
x: Schemas.Float,
y: Schemas.Float,
z: Schemas.Float
})
```

To then create a custom component using one of these schemas, use the following syntax:

```ts
export const myCustomComponent = engine.defineComponent(MyDataSchema, ComponentID)
```

For contrast, below is an example of how components were constructed prior to SDK 7.

```ts
/**
* OLD SDK
*/

// Define Component
@Component('velocity')
export class Velocity extends Vector3 {
constructor(x: number, y: number, z: number) {
super(x, y, z)
}
}
// Create entity
const wheel = new Entity()

// Create instance of component with default values
wheel.addComponent(new WheelSpin())

/**
* ECS 7
*/
// Define Component
const VelocitySchema = Schemas.Map({
x: Schemas.Float,
y: Schemas.Float,
z: Schemas.Float
})
const COMPONENT_ID = 2008
const VelocityComponent = engine.defineComponent(Velocity, COMPONENT_ID)
// Create Entity
const entity = engine.addEntity()

// Create instance of component
VelocityComponent.create(entity, { x: 1, y: 2.3, z: 8 })

// Remove instance of a component
VelocityComponent.deleteFrom(entity)
```

## Systems

Systems are pure & simple functions.
All your logic comes here.
A system might hold data which is relevant to the system itself, but no data about the entities it processes.

To add a system, all you need to do is define a function and add it to the engine. The function may optionally include a `dt` parameter with the delay since last frame, just like in prior versions of the SDK.

```ts
// Basic system
function mySystem() {
console.log('my system is running')
}

engine.addSystem(mySystem)

// System with dt
function mySystemDT(dt: number) {
console.log('time since last frame: ', dt)
}

engine.addSystem(mySystemDT)
```

### Query components

The way to group/query the components inside systems is using the method getEntitiesWith.
`engine.getEntitiesWith(...components)`.

```ts
function physicsSystem(dt: number) {
for (const [entity, transform, velocity] of engine.getEntitiesWith(Transform, Velocity)) {
// transform & velocity are read only components.
if (transform.position.x === 10) {
// To update a component, you need to call the `.mutable` method
const mutableVelocity = VelocityComponent.getMutable(entity)
mutableVelocity.x += 1
}
}
}

// Add system to the engine
engine.addSystem(physicsSystem)

// Remove system
engine.removeSystem(physicsSystem)
```

## Mutability

Mutability is now an important distinction. We can choose to deal with mutable or with immutable versions of a component. We should use `getMutable` only when we plan to make changes to a component. Dealing with immutable versions of components results in a huge gain in performance.

The `.get()` function in a component returns an immutable version of the component. You can only read its values, but can't change any of the properties on it.

```ts
const immutableTransform = Transform.get(myEntity)
```

To fetch the mutable version of a component, call it via `ComponentDefinition.getMutable()`. For example:

```ts
const mutableTransform = Transform.getMutable(myEntity)
```