1 stable release
1.0.0 | Apr 11, 2021 |
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#1888 in Game dev
Used in game_engine_core
9KB
104 lines
Game State Machine
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Read the documentation.
Features
State
trait that is simple to implement.- Generic stack-based state machine, for all your needs.
- State update functions.
- State pause and unpause.
Usage
Add the following to you Cargo.toml file:
game_state_machine = "*"
Use it like so:
use game_state_machine::*;
type StateData = (isize, isize);
pub struct Test;
impl State<StateData> for Test {
fn on_start(&mut self, data: &mut StateData) {
data.0 += data.1;
}
fn on_resume(&mut self, data: &mut StateData) {
self.on_start(data);
}
fn update(&mut self, _data: &mut StateData) -> StateTransition<StateData> {
StateTransition::Push(Box::new(Test))
}
}
fn main() {
let mut sm = StateMachine::<StateData>::default();
let mut state_data = (0, 10);
sm.push(Box::new(Test), &mut state_data);
assert!(state_data.0 == 10);
sm.update(&mut state_data);
assert!(state_data.0 == 20);
sm.stop(&mut state_data);
assert!(state_data.0 == 20);
assert!(!sm.is_running())
}
Maintainer Information
- Maintainer: Jojolepro
- Contact: jojolepro [at] jojolepro [dot] com
- Website: jojolepro.com
- Patreon: patreon