In the previous chapter, we discussed the benefits of using aggregation versus simple inheritance. While not necessarily intuitive at first glance, entities composed of multiple components and operated on by systems inarguably enable higher flexibility and re-usability of code, not to mention a more convenient environment for future growth. Well, "The future is now!" as the popular expression states. A house is useless without a good foundation, just as much as a good foundation is useless without a house built on top of it. Since we already have a solid foundation, laying bricks until a proper structure emerges is what's next.
In this chapter, we will be:
Implementing basic movement
Developing a system for updating sprite sheets
Revisiting and implementing entity states
Studying the collision within the entity component system paradigm