Skip to content

Gamestate

Info

Dependencies:
- EventHandler
- Saves
Implementation:
Gamestate.d on GitHub

Gamestate package allows to check for different game states (game start, game load or level change).

Initialization

Initialize with LeGo_Gamestate flag.

LeGo_Init(LeGo_Gamestate);

Functions

Gamestate_AddListener

Gamestate_AddListener

Adds a listener/handler to the game-state event.

func void Gamestate_AddListener(var func listener)
Parameters
  • var func listener
    This function will be called on a game-state change. The current game-state is passed as a parameter.

Gamestate_RemoveListener

Gamestate_RemoveListener

Removes game-state listener.

func void Gamestate_RemoveListener(var func listener)
Parameters
  • var func listener
    Listener function to be removed.

Examples

There are now two possibilities. Everything can be done directly into the Init_Global, or with EventHandler.

Init_Global

func void Init_Global()
{
    // [...]

    LeGo_Init(LeGo_All);

    if(Gamestate == Gamestate_NewGame) 
    {
        MEM_Info("New game started.");
    }
    else if(Gamestate == Gamestate_Loaded)
    {
        MEM_Info("Game loaded.");
    }
    else if(Gamestate == Gamestate_WorldChange)
    {
        MEM_Info("Worldshift.");
    }
    else
    {
        MEM_Info("I don't pass.");
    };
};

It can also be done like that:

func void Init_Global()
{
    // [...]

    LeGo_Init(LeGo_All);

    if(Gamestate == Gamestate_NewGame)
    {
        FF_Apply(MyLoop);
        FF_Apply(My2ndLoop);
    };
};
This would have the same effect as:
1
2
3
4
5
6
7
8
9
func void Init_Global()
{
    // [...]

    LeGo_Init(LeGo_All);

    FF_ApplyOnce(MyLoop);
    FF_ApplyOnce(My2ndLoop);
};

EventHandler

func void Init_Global()
{
    // [...]

    LeGo_Init(LeGo_All);

    Gamestate_AddListener(MyGamestateListener);
};

func void MyGamestateListener(var int state)
{
    if(state == Gamestate_NewGame)
    {
        MEM_Info("New game started.");
    }
    else if(state == Gamestate_Loaded)
    {
        MEM_Info("Game loaded.");
    }
    else if(state == Gamestate_WorldChange)
    {
        MEM_Info("Worldshift.");
    }
    else
    {
        MEM_Info("I don't pass.");
    };
};
This is the same as the Init_Global example, but it may look more elegant to some.

Note

This is translation of article originally written by Gottfried and Lehona and hosted on LeGo's official documentation website.