+ return entity;
+ },
+
+ /**
+ * Creates an invisible block that accumulates points if certain
+ * entity collids with it
+ *
+ * @function createPointsCollider
+ * @memberof SumoFactory
+ * @param {external:Serpentity} [engine] the serpentity engine to attach
+ * to. If not sent, it will not be attached.
+ * @param {object} [config] the config to override the entity, accepts
+ * the key `position` as an object with an x and y property.
+ * @return {external:Serpentity.Entity} the created entity
+ */
+ createPointsCollider(engine, config = {}) {
+
+ const entity = this.createInvisibleBlock(null, Object.assign({
+ isSensor: true,
+ label: 'Points Detector'
+ }, config));
+
+ // Points Collider
+
+ entity.addComponent(new PointsColliderComponent(config));
+
+ if (engine) {
+ engine.addEntity(entity);
+ }
+
+ return entity;
+ },
+
+ /**
+ * Creates an entity representing the game state
+ *
+ * @function createGameState
+ * @memberof SumoFactory
+ * @param {external:Serpentity} [engine] the serpentity engine to attach
+ * to. If not sent, it will not be attached.
+ * @param {object} [config] the config to override the entity, accepts
+ * the key `position` as an object with an x and y property.
+ * @return {external:Serpentity.Entity} the created entity
+ */
+ createGameState(engine, config = {}) {
+
+ const entity = new Entity();
+
+ entity.addComponent(new PointsComponent(config));
+ entity.addComponent(new WinnerComponent(config));
+
+ if (engine) {
+ engine.addEntity(entity);
+ }
+