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12 docs tagged with "gameplay"

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Collision Detection

Example: Grid-based collision detection with layers, masks, and collision events.

Command System

Command pattern implementation with CommandBuffer, Dispatchers, and Manager integration for deferred action execution.

Component System

Composition-based entity design with Components, Systems, and GameWorld for flexible game logic.

Enemy Spawn

Example: Timed enemy spawning with object pooling, spawn schedulers, and random placement.

Event System

Double-buffered event buses with phase/pass propagation for decoupled system communication.

Game Loop Architecture

Commands, Events, double-buffered EventBus, and ImmediateBus for decoupled game systems.

GameObject Builder

Fluent builder pattern for constructing GameObjects with their associated components.

Object Pooling

Efficient entity lifecycle management with pre-allocated pools for frequently spawned objects.

Scoring Demo

Example: Score pools, score observers, UI text rendering, and kill attribution with health/damage mechanics.

Spaceship Shooting

Example: Twin-stick shooter with bullet pooling, shooting components, aim tracking, and arena collision.

Spawn System

Entity lifecycle management with spawn scheduling, profiles, behaviors, and pool integration.

State Management

Rule-based state machines for game and match state transitions with listeners and command-driven changes.