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Big Block Javascript Game Engine
Another iterator function could be added to make comparing entities from the same family easier. E.g.
var colliders = EntitySystem.getFamily([Collider]);
colliders.compare(function (entityA, entityB) {
// run collider test
});
Some times you would like a component to be able to destroy the entity it belongs to. You should be able to access the entity via the component.
There should be a way to retrieve a single entity from the Entity System. Perhaps EntitySystem.getEntity(components)
or EntitySystem.getFamily(components).first()
Currently entity.destroy will destroy the entity and all attached components immediately. This can have adverse effects when called during an event emit cycle E.g. Big Block Time's update event.
I suggest changing entity.destroy destroy the entity at the end of the current micro task queue (using process.nextTick). A new method can be added for destroying immediately.
The component API should have similar functionality to the entity API. This means adding a component.destroyImmediate method and changing the behaviour of the destroy method so it destroys at the end if the current event loop.
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