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Game states, loops

Name: Anonymous 2010-06-21 10:30

State your preference.
Option 1:
setup (game stuff);
setup (pause menu);
while (1) {
 switch (state) {
  case play:
   if (keys & PAUSE) {
    state = pause;
    continue;
   }
   move shit around;
   draw (game stuff);
   break;
  case pause:
   if (keys & PAUSE) {
    state = play;
    continue;
   }
   handle menu;
   draw (menu stuff);
   break;
 }
}

Option 2:
void play_game() {
 setup (game stuff);
 while (1) {
  if (keys & PAUSE) {
   pause();
  }
  move shit around;
  draw;
 }
}
void pause() {
 setup (pause menu);
 while (1) {
  if (keys & PAUSE) {
   break;
  }
  handle menu;
  draw (menu stuff);
 }
}

Name: Anonymous 2010-06-21 10:35

state machines all the way

Name: Anonymous 2010-06-21 10:36

State monads all the way.

Name: Anonymous 2010-06-21 10:40

huge switch statements all the way

Name: Anonymous 2010-06-21 10:45

Option 3.
while (1) {
 if (keys & PAUSE) {
  state = next_state (state);
 }
 update (state);
 draw (state);
}

Name: Anonymous 2010-06-21 11:12

This is some deep shit.

Name: Anonymous 2010-06-21 16:26

First way

Name: Anonymous 2010-06-21 17:44

I prefer this one


using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace AwesomeGame
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }

    }
}

Name: Anonymous 2010-06-21 18:48

>>8
But this isn't a way of handling game state!
I quite like to keep a stack of states, similar to another XNA example.

Name: Anonymous 2010-06-21 18:49

using Microsoft

Now you have over 9000 problems.

Name: Anonymous 2010-06-21 18:52

>>10
 (  ´⁔`)

Name: Anonymous 2010-06-21 18:54

>>10
Back to /g/, please.

Name: Anonymous 2010-06-21 19:01

>>10
How can you use a company?

Name: Anonymous 2010-06-21 19:05

>>9
I quite like to keep a stack of states
Why would you do that?

Name: Sagey McSagerson 2010-06-21 19:32

>>12
Just as soon as you learn to code for a real platform rather some joke o/s written by monkeys high on crack.

Have we a deal?

Name: Anonymous 2010-06-21 19:42

>>15
You're saying >>8 isn't a joke?

Name: Anonymous 2010-06-21 19:49

you mean like a joke of a program written in a joke language that can only run on a joke operating system
i'd have to agree with you >>16-san

Name: Anonymous 2010-06-22 1:40

>>17
After reading your post, I clicked through to >>8 expecting some Objective-C.

I am kind of disappointed, really.

Name: Anonymous 2010-06-22 10:20

>>14
Why wouldn't you?
This works great in an RPG-like game, where you can have an "items screen" on top of a "menu screen" on top of a "area screen" on top of a "world map screen".

Name: Anonymous 2010-06-22 10:39

>>19
That's kind of interesting, actually. So when you close a menu, you just pop the next state?

Name: Anonymous 2010-06-22 10:54

>>20
Well, you'd probably add some transitions, but that's basically it. You could also make some states see-through, which would mean that the engine would first draw the lower state; this makes any pause menus/popups easy because you just push a pause screen onto the stack, which is see-through and simply dims the screen, but the lower screens are effectively frozen.

Name: Anonymous 2010-11-03 3:02

Name: Anonymous 2013-09-02 12:57


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