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Timestamp:
Mar 25, 2009, 5:23:00 PM (15 years ago)
Author:
rgrieder
Message:

Implemented new GameState concept. It doesn't differ that much from the old one, but there's still lots of changes.
The most important change is that one GameState can occur multiple times in the hierarchy.

Short log:

  • No RootGameState anymore. Simply the highest is root.
  • Game::requestGameState(name) can refer to the parent, grandparent, great-grandparent, etc. or one of the children.
  • Requested states are saved. So if you select "level", the next request (even right after the call) will be relative to "level"
  • Game::popState() will simply unload the current one
  • Re added Main.cc again because Game as well as GameState have been moved to the core
  • Adapted all GameStates to the new system

Things should already work, except for network support because standalone only works with a little hack.
We can now start creating a better hierarchy.

File:
1 edited

Legend:

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  • code/branches/gui/src/network/Server.h

    r2800 r2844  
    5353  const int CLIENTID_SERVER = 0;
    5454  const unsigned int NETWORK_FREQUENCY = 25;
    55   const float NETWORK_PERIOD = 1./NETWORK_FREQUENCY;
     55  const float NETWORK_PERIOD = 1.f/NETWORK_FREQUENCY;
    5656
    5757  /**
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