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Simon edited this page Jul 21, 2023 · 11 revisions

The core of Fleks is the World which is the container for entities, components, systems and families. It is the object that you need to update your systems.

To create a world simply call:

val world = configureWorld {}

A world without any system doesn't make sense and that's why there is a lambda argument for the configureWorld DSL function to configure it accordingly:

  • Use entityCapacity to set the expected maximum amount of entities. The default value is 512. The purpose of this property is to initialize internal collections and arrays with a proper size for your game to avoid a lot of Array.copy calls in the background which are slow.
  • Use injectables to register injectables to your world that can be accessed anywhere within a Fleks context or from outside via a World instance.
  • Use families to register FamilyHooks to your world.
  • Use systems to add a system to your world. The order in which they are added is the order in which they are called when calling world.update.
  • Use onAddEntity / onRemoveEntity to register EntityHooks.

Here is an example that creates a world for 1000 entities with one injectable, two FamilyHooks, two EntityHooks and two systems:

val w = configureWorld(entityCapacity = 1000) {
    injectables {
        add(b2dWorld)
    }

    families {
        val moveFamily = family { all(MoveComponent) }
        onAdd(moveFamily) {entity ->

        }
        onRemove(moveFamily) {entity ->

        }
    }
	
    systems {
        add(MoveSystem())
        add(PhysicSystem())
    }

    onAddEntity { entity ->

    }

    onRemoveEntity { entity ->

    }
}
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