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Matthieu Fertré wrote:
> Hi,
> 
> I have began rewriting input management in a cleaner way but I am currently in
> front of a problem.
> 
> First of all, let's speak about the game loop to understand!
> The game loop has 3 states:
> - PLAYING : the player is currently playing.
> - HAS_PLAYED : the player has finished to use the weapon, he has nearly still 
> 3
> seconds to move.
> - END_TURN : small pause before giving hand to the next player.
> 
> So, in normal case, the player should have right to use playing keys only 
> during
> PLAYING and HAS_PLAYED states. Moreover he will control the weapon only in
> PLAYING state.
> 
> Ok, but in reality, it is more complicated :-/
> 
> The state END_TURN finishes only when there is no more moving objects and that
> the active character weapon is no more "active". What means "active"? For a
> weapon with projectile, the weapon is active as long as the projectile exists
> (has not exploded)
> 
> There is a problem with supertux in that way. Because, "logically" to make
> supertux working, we should allow to control it during END_TURN state... I 
> think
> it is quite awful... if you have any idea ?

The user can't use the keys to move while guiding supertux, so PLAYING
seems to be a reasonable state until supertux is distroyed. HAS_PLAYED
could be disabled if supertux is used, IMHO since repositioning can be
done beforehand, so you have PLAYING -> END_TURN.

Any issue with that?

- --
Regards,
EddyP
=============================================
"Imagination is more important than knowledge" A.Einstein
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