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Lua Academy · Lesson

Component-Based Scripting

Design game entities as tables with behavior components in Lua.

Component-Based Scripting is a free Lua Academy lesson on CoddyKit — lesson 2 of 4. You can read the complete lesson below for free — then practise it hands-on in the browser with a built-in code editor and a 24/7 AI tutor. It is part of the Lua Academy learning path, one of 4 lessons in the course, and your progress syncs across the web and the CoddyKit app.

What Is Component-Based Design?

Instead of deep class hierarchies, entities are composed of components — small, focused tables of data and behavior. An entity is just a collection of components.

Entity as a Table

An entity is a table with an id and a components sub-table. Components are added and removed at runtime.

local function newEntity(id)
  return {id = id, components = {}}
end
local player = newEntity(1)

Adding Components

Attach a component by setting a named key in the components table.

player.components.position = {x=0, y=0}
player.components.health   = {hp=100, max=100}
player.components.sprite   = {image="player.png", scale=1}

Systems Process Components

A system processes all entities that have a required set of components. Systems iterate entities and update component data.

local function moveSystem(entities, dt)
  for _, e in ipairs(entities) do
    local pos = e.components.position
    local vel = e.components.velocity
    if pos and vel then
      pos.x = pos.x + vel.dx * dt
      pos.y = pos.y + vel.dy * dt
    end
  end
end

Component Scripts

Attach Lua functions as component behavior — a simple form of scripting per entity.

player.components.ai = {
  update = function(self, entity, dt)
    -- move towards target
  end
}

Component Registry

A registry maps component type names to factory functions, enabling components to be created by name (e.g., from a level file).

local registry = {}
function registry.register(name, factory)
  registry[name] = factory
end
function registry.create(name, ...)
  return registry[name](...)
end

Removing Components

Set the component to nil to remove it. The entity will then be ignored by systems that require it.

player.components.health = nil  -- entity is "dead"

World and Entity Manager

A World object stores all entities and systems, iterates systems each tick, and provides entity query APIs.

Querying Entities by Component

Provide a query function that returns all entities having all specified components.

local function query(world, ...)
  local required = {...}
  local result = {}
  for _, e in ipairs(world.entities) do
    local ok = true
    for _, comp in ipairs(required) do
      if not e.components[comp] then ok = false; break end
    end
    if ok then result[#result+1] = e end
  end
  return result
end

Prefabs

A prefab is a template table of components. Instantiate new entities from prefabs by deep-copying the template.

Benefits over Inheritance

  • No deep hierarchies.
  • Behavior mixed at runtime.
  • Easy to add/remove features.
  • Data-driven from config files.

Component Design Question

In component-based design, what does a System do?

Recap: Component-Based Scripting

Entities are tables of components. Systems process entities with required components. This decoupled, data-driven architecture is more flexible than deep inheritance hierarchies and works naturally in Lua.

Frequently asked questions

Is the “Component-Based Scripting” lesson free?

Yes — the full text of “Component-Based Scripting” is free to read here on the web, and the Lua Academy course includes 4 lessons in total. To practise it interactively (a built-in code editor and a 24/7 AI tutor) and unlock the rest of the Lua Academy course, upgrade to CoddyKit PRO.

What will I learn in “Component-Based Scripting”?

Design game entities as tables with behavior components in Lua. You practise Lua Academy with hands-on code you run directly in the browser, and a 24/7 AI tutor answers your questions as you work through the lesson.

Do I need any experience to start Lua Academy?

No prior experience is required. Lua Academy on CoddyKit is structured for beginners through advanced learners; this is — lesson 2 of 4, so you can start here or from the beginning and move at your own pace.

How long does the “Component-Based Scripting” lesson take?

Most CoddyKit lessons take about 5–10 minutes. Each one is bite-sized and interactive, so you make steady progress and pick up exactly where you left off across the web and the app.

Can I write and run code in this Lua Academy lesson?

Yes. Every Lua Academy lesson includes a built-in code editor, so you write and run real code right in your browser and get instant AI feedback — no local setup required.

All lessons in this course

  1. Event Systems in Lua
  2. Component-Based Scripting
  3. AI Behavior with State Machines
  4. Data-Driven Config and Hot-Reload
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