I'm trying to make a game, and would like to set up the following hierarchy: At any time, the game is in one Scene. Each scene has a state machine that manages States of type T, where T is the type of the scene (e.g. Overworld, Menu).

abstract class State!T {
  void update(T scene, float time, InputManager input);
  ...
}

class StateMachine!T { //manages states of type State!T }

abstract class Scene {
  alias T = // type of class extending Scene
// methods pushState, popState, currentState access _stateMachine
  private StateMachine!T _stateMachine;
}

class MainMenu : Scene {
   // I want _stateMachine of type StateMachine!MainMenu
}

class Overworld : Scene {
  // I want _stateMachine of type StateMachine!Overworld
}

class MoveToLocation : State!Overworld {
override void update(Overworld world, float time, InputManager input) {
    // access properties of Overworld here
  }
}

Within the Scene class, I've tried alias T = typeof(this), but that appears to be resolved within Scene. This means that any Scene, such as Overworld, have a state machine of type StateMachine!Scene rather than StateMachine!Overworld. Since States are particular to a certain scene and are designed to manipulate properties specific to that type of scene, this would involve a lot of casting if States are not parameterized. It feels like I need something like a class version of the (this T) syntax used in templates.

This all smells a bit off though, so I wouldn't be surprised if the answer is that I'm approaching this all wrong, but right now I'm not seeing it.

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