Game Development Reference
In-Depth Information
Activation Modes
In each iteration, the nodes in a Machinations diagram may ire . When a node
fires, it pushes or pulls resources along the connections that are connected to
it (we explain this in the next section). Whether a node fires depends on its
activation mode . A node in a Machinations diagram can be in one of four different
activation modes:
n A node can fire automatically , which means it simply fires every iteration.
All automatic nodes fire simultaneously.
n A node can be interactive , which means it represents a player action and fires in
response to that action. In a digital version of a Machinations diagram, interactive
nodes fire after the user clicks them.
n A node can be a starting action , which means that it fires only once, before the
first iteration. In the Machinations Tool, starting actions fire immediately after the
user clicks the run button.
n A node can be passive , which means it can fire only in response to a trigger gener-
ated by another element (we discuss triggers shortly).
Each type of node looks different so you can tell them apart ( Figure 5.6 ). Automatic
nodes are marked with an asterisk (*), interactive nodes have a double outline, start-
ing actions are marked with an s , and a passive node has no special mark.
FIGURe 5.6
activation modes
Pulling and Pushing Resources
When a pool fires, it will try to pull resources through any inputs connected to it.
The number of resources it pulls is determined by the rate of the individual input
resource connection—the number beside the line. Alternatively, a pool can be set in
push mode . In this mode, when the pool fires, it pushes resources along its output con-
nections. Again, the number of resources pushed is determined by the flow rate of
the output resource connection. A pool in push mode is marked with a p ( Figure 5.7 ).
A pool that has only outputs is always considered to be in push mode, in which case
the p marker is omitted.
 
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