Game Development Reference
In-Depth Information
Developer Usable Property
Notes
State key
In case the game state is unique, the
game state object is required to set
this property.
Error ID
A server-reserved property; the
developer should not use this for
any purpose.
Sender ID
The Pulse framework will worry
about setting this property. The
developer may read this value for
its use.
The developer may inherit as many custom classes from game state and specify
arbitrary number of properties. Note that the total number of bytes for each class
should not exceed 1K bytes.
Game states types
Game state refers to a piece of data that is shared among all the players currently
playing the same instance of the game. One game state represents a small chunk
of information of the entire state of the game. The entire collection of game states
represents the full state of the game at the current time and it is not a compete
history of the game, although some game states may live longer than others.
Generally, there are four kinds of game state data:
Initial game states : These are shared before the game starts and may remain
unchanged through several rounds of the game within a game room. An
example of an initial state could be the picture that is played in the current
round of a multiplayer jigsaw game or the race track that has been selected in
a car race game.
Normal game states : They have no special purpose, except that they represent
a part of the entire game states similar to other kinds. These game states
usually form the bulk of the game states. The normal game states live from the
time when a player adds them to the time the game is said to end. For example,
these may be the current position of the pawns in a game of chess.
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