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Also Vixen is grounded by her father so she brings the party to her.The argument for component-based game-engines usually starts like this: Game-objects should be represented like objects in reality but as the project progresses however, class hierarchies become more and more complex and thus should be split into small, reusable components.Game developers like abstract and re-usable game-engines after all.For the communication of components in our engine we used messages, events or let them directly search for components implementing a specified interface, which is illustrated in the following diagram: In component-based architecture we were mostly concerned about the component intercommunication, like the player movement for example: Should the Mover-component manipulate the position directly or send movement-messages?Or should the Position-component listen to movement-events?Back at home in the hood they call Estrella Flores, Carnitas, because this lil' slut loves porking!

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I’m arguing that game-objects are always game-specific but with time-dependent functions you just have to combine the existing functionality in the right way for every specific game-object.

For example, let the movement of a game-object by calculated by: the initial position some translation over time from user-input a random factor … You may then compose the movement behavior into more complex behaviors (or complete game-objects if you like) in every way you can imagine: A movable, static image game-object? Moving Animation = same translation function draw animation function. Static Animation = position draw animation function.

Even with components you define the player game-object specifically at some point: Player = Position Component Visual Component Input Component.

In FRP everything is based upon time, thus time should be abstracted away into “time dependent functions” (behaviors).

What if we want the player movement to behave just a little differently, like being a little random?