hump.gamestate ============== :: Gamestate = require "hump.gamestate" A gamestate encapsulates independent data an behaviour in a single table. A typical game could consist of a menu-state, a level-state and a game-over-state. **Example**:: local menu = {} -- previously: Gamestate.new() local game = {} function menu:draw() love.graphics.print("Press Enter to continue", 10, 10) end function menu:keyreleased(key, code) if key == 'return' then Gamestate.switch(game) end end function game:enter() Entities.clear() -- setup entities here end function game:update(dt) Entities.update(dt) end function game:draw() Entities.draw() end function love.load() Gamestate.registerEvents() Gamestate.switch(menu) end .. _callbacks: Gamestate Callbacks ------------------- A gamestate can define all callbacks that LÖVE defines. In addition, there are callbacks for initalizing, entering and leaving a state: ``init()`` Called once, and only once, before entering the state the first time. See :func:`Gamestate.switch`. ``enter(previous, ...)`` Called every time when entering the state. See :func:`Gamestate.switch`. ``leave()`` Called when leaving a state. See :func:`Gamestate.switch` and :func:`Gamestate.push`. ``resume()`` Called when re-entering a state by :func:`Gamestate.pop`-ing another state. ``update()`` Update the game state. Called every frame. ``draw()`` Draw on the screen. Called every frame. ``focus()`` Called if the window gets or looses focus. ``keypressed()`` Triggered when a key is pressed. ``keyreleased()`` Triggered when a key is released. ``mousepressed()`` Triggered when a mouse button is pressed. ``mousereleased()`` Triggered when a mouse button is released. ``joystickpressed()`` Triggered when a joystick button is pressed. ``joystickreleased()`` Triggered when a joystick button is released. ``quit()`` Called on quitting the game. Only called on the active gamestate. When using :func:`Gamestate.registerEvents`, all these callbacks will be called by the corresponding LÖVE callbacks and receive receive the same arguments (e.g. ``state:update(dt)`` will be called by ``love.update(dt)``). **Example**:: menu = {} -- previously: Gamestate.new() function menu:init() self.background = love.graphics.newImage('bg.jpg') Buttons.initialize() end function menu:enter(previous) -- runs every time the state is entered Buttons.setActive(Buttons.start) end function menu:update(dt) -- runs every frame Buttons.update(dt) end function menu:draw() love.graphics.draw(self.background, 0, 0) Buttons.draw() end function menu:keyreleased(key) if key == 'up' then Buttons.selectPrevious() elseif key == 'down' then Buttons.selectNext() elseif Buttons.active:onClick() end end function menu:mousereleased(x,y, mouse_btn) local button = Buttons.hovered(x,y) if button then Button.select(button) if mouse_btn == 'l' then button:onClick() end end end Function Reference ------------------ .. function:: Gamestate.new() :returns: An empty table. **Deprecated: Use the table constructor instead (see example)** Declare a new gamestate (just an empty table). A gamestate can define several callbacks. **Example**:: menu = {} -- deprecated method: menu = Gamestate.new() .. function:: Gamestate.switch(to, ...) :param Gamestate to: Target gamestate. :param mixed ...: Additional arguments to pass to ``to:enter(current, ...)``. :returns: The results of ``to:enter(current, ...)``. Switch to a gamestate, with any additional arguments passed to the new state. Switching a gamestate will call the ``leave()`` callback on the current gamestate, replace the current gamestate with ``to``, call the ``init()`` function if, and only if, the state was not yet inialized and finally call ``enter(old_state, ...)`` on the new gamestate. .. note:: Processing of callbacks is suspended until ``update()`` is called on the new gamestate, but the function calling :func:`Gamestate.switch` can still continue - it is your job to make sure this is handled correctly. See also the examples below. **Examples**:: Gamestate.switch(game, level_two) :: -- stop execution of the current state by using return if player.has_died then return Gamestate.switch(game, level_two) end -- this will not be called when the state is switched player:update() .. function:: Gamestate.Gamestate.current() :returns: The active gamestate. Returns the currently activated gamestate. **Example**:: function love.keypressed(key) if Gamestate.current() ~= menu and key == 'p' then Gamestate.push(pause) end end .. function:: Gamestate.push(to, ...) :param Gamestate to: Target gamestate. :param mixed ...: Additional arguments to pass to ``to:enter(current, ...)``. :returns: The results of ``to:enter(current, ...)``. Pushes the ``to`` on top of the state stack, i.e. makes it the active state. Semantics are the same as ``switch(to, ...)``, except that ``leave()`` is *not* called on the previously active state. Useful for pause screens, menus, etc. .. note:: Processing of callbacks is suspended until ``update()`` is called on the new gamestate, but the function calling ``GS.push()`` can still continue - it is your job to make sure this is handled correctly. See also the example below. **Example**:: -- pause gamestate Pause = Gamestate.new() function Pause:enter(from) self.from = from -- record previous state end function Pause:draw() local W, H = love.graphics.getWidth(), love.graphics.getHeight() -- draw previous screen self.from:draw() -- overlay with pause message love.graphics.setColor(0,0,0, 100) love.graphics.rectangle('fill', 0,0, W,H) love.graphics.setColor(255,255,255) love.graphics.printf('PAUSE', 0, H/2, W, 'center') end -- [...] function love.keypressed(key) if Gamestate.current() ~= menu and key == 'p' then return Gamestate.push(pause) end end .. function:: Gamestate.pop(...) :returns: The results of ``new_state:resume(...)``. Calls ``leave()`` on the current state and then removes it from the stack, making the state below the current state and calls ``resume(...)`` on the activated state. Does *not* call ``enter()`` on the activated state. .. note:: Processing of callbacks is suspended until ``update()`` is called on the new gamestate, but the function calling ``GS.pop()`` can still continue - it is your job to make sure this is handled correctly. See also the example below. **Example**:: -- extending the example of Gamestate.push() above function Pause:keypressed(key) if key == 'p' then return Gamestate.pop() -- return to previous state end end .. function:: Gamestate.(...) :param mixed ...: Arguments to pass to the corresponding function. :returns: The result of the callback function. Calls a function on the current gamestate. Can be any function, but is intended to be one of the :ref:`callbacks`. Mostly useful when not using :func:`Gamestate.registerEvents`. **Example**:: function love.draw() Gamestate.draw() -- is `draw' end function love.update(dt) Gamestate.update(dt) -- pass dt to currentState:update(dt) end function love.keypressed(key, code) Gamestate.keypressed(key, code) -- pass multiple arguments end .. function:: Gamestate.registerEvents([callbacks]) :param table callbacks: Names of the callbacks to register. If omitted, register all love callbacks (optional). Overwrite love callbacks to call ``Gamestate.update()``, ``Gamestate.draw()``, etc. automatically. ``love`` callbacks (e.g. ``love.update()``) are still invoked as usual. This is by done by overwriting the love callbacks, e.g.:: local old_update = love.update function love.update(dt) old_update(dt) return Gamestate.current:update(dt) end .. note:: Only works when called in love.load() or any other function that is executed *after* the whole file is loaded. **Examples**:: function love.load() Gamestate.registerEvents() Gamestate.switch(menu) end -- love callback will still be invoked function love.update(dt) Timer.update(dt) -- no need for Gamestate.update(dt) end :: function love.load() -- only register draw, update and quit Gamestate.registerEvents{'draw', 'update', 'quit'} Gamestate.switch(menu) end