Game Development Reference
In-Depth Information
are a set of Predefined/CompositeActuators to be executed when this condition
becomes valid.
The follwoing is a list of conditions found during the development of Eberos
GML2D.
Check Collision . Is set as true if a collision has happened between the
entities.
Check Position . Check if the entity position is at or around the specified
position.
Finally, entities can also have zero or one State/GlobalState representing the
initial state of the entity's state machine (see Section 19.1.3), zero or one Sprite2D
(see Section 19.1.4), zero or one BoundingObject for collision detection (see Sec-
tion 19.1.5), and zero or one InputHandler for modeling input (see Section 19.1.6)
.
19.1.3 Logic
The game logic is probably one of the most important and most time-consuming
aspects of any game project. While there are many approaches to implementing the
behavior of actors in a game, finite state machines (FSM) seem to be one of the more
versatile approaches available. In Eberos GML2D, we have two constructs, State
and GlobalState . These constructs were modeled based on the state architecture
presented by Mat Buckland in [Buckland 05]. Similar to his approach, States and
GlobalStates haveoneownerentity(see Figure19.4 ) .
State/GlobalState . A State/GlobalState directly attached to an entity in the
model means that such a state is the initial state for that FSM. Each state is com-
posed of Actuator_Calls , which represents actions that entities can take in the
game. These Actuator_Calls can be placed inside the OnEnter , OnExit , OnUpdate
Figure 19.4. Basic class diagram for entity to state relationship.
 
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