Problem
Currently things work because there is only 2 layers of components bags (entity & game), but as an event can start its propagation only once, the bubble up processing will cause problem as the "fireEvent" method are currently starting the propagation.
Possible designs
- it should be the responsibility of the root element, so we bubble up until we reach the sky
- make the event skip duplicates from its targets (ugly nah ?)
Problem
Currently things work because there is only 2 layers of components bags (entity & game), but as an event can start its propagation only once, the bubble up processing will cause problem as the "fireEvent" method are currently starting the propagation.
Possible designs