Re: Keeping Track of a game's storyline/objectivs
2019-09-11
Thread
AudioGames . net Forum — Developers room : ashleygrobler04 via Audiogames-reflector
Re: Keeping Track of a game's storyline/objectivs I hope i am understanding it right, but the way i see it is:Why not have an array, and loop through the array and for example say:if my_x==200 and my_y==200 and list[0]=="locked": list[0]=="unlocked" #do any thin
Re: Keeping Track of a game's storyline/objectivs
Re: Keeping Track of a game's storyline/objectivs @9, look here, python do have enums: https://docs.python.org/3/library/enum.html URL: https://forum.audiogames.net/post/461221/#p461221 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https
Re: Keeping Track of a game's storyline/objectivs
Re: Keeping Track of a game's storyline/objectivs Hi,That's just an example conditional and yes it is entirely game-dependent. In reality your code will look something like this if you were to implement the example above. Let's assume that you want the user to go next to coordinates(50, 40
Re: Keeping Track of a game's storyline/objectivs
Re: Keeping Track of a game's storyline/objectivs Hi,That's just an example conditional and yes it is entirely game-dependent. In reality your code will look something like this if you were to implement the example above. Let's assume that you want the user to go next to coordinates(50, 40
Re: Keeping Track of a game's storyline/objectivs
Re: Keeping Track of a game's storyline/objectivs Lol, I won't let this die until I understand this.@8: I have done quite a bit of reading, but as far as I know, Python does not have enums unless they're like arrays.In your enum you have things like takingOff, missileHit, but what stores
Re: Keeping Track of a game's storyline/objectivs
Re: Keeping Track of a game's storyline/objectivs You can simplify this problem by using a finite state machine. This is usually achieved using enums.Let's take your coordinates example. Logic like this will work just fine:if state == waitingForDesiredCoords and coords == desiredCoords
Re: Keeping Track of a game's storyline/objectivs
Re: Keeping Track of a game's storyline/objectivs You can simplify this problem by using a finite state machine. This is usually achieved using enums.Let's take your coordinates example. Logic like this will work just fine:if state == waitingForDesiredCoords and coords == desiredCoords
Re: Keeping Track of a game's storyline/objectivs
Re: Keeping Track of a game's storyline/objectivs to quote the article posted above:I hear this a lot, often from programmers who don’t actually know the details of the pattern. They have a default assumption that anything that smells like a “design pattern” must involve piles of classes
Re: Keeping Track of a game's storyline/objectivs
Re: Keeping Track of a game's storyline/objectivs to quote the article posted above:{quote}I hear this a lot, often from programmers who don’t actually know the details of the pattern. They have a default assumption that anything that smells like a “design pattern” must involve piles
Re: Keeping Track of a game's storyline/objectivs
Re: Keeping Track of a game's storyline/objectivs to quote the article posted above:I hear this a lot, often from programmers who don’t actually know the details of the pattern. They have a default assumption that anything that smells like a “design pattern” must involve piles of classes
Re: Keeping Track of a game's storyline/objectivs
Re: Keeping Track of a game's storyline/objectivs to quote the article posted above:I hear this a lot, often from programmers who don’t actually know the details of the pattern. They have a default assumption that anything that smells like a “design pattern” must involve piles of classes
Re: Keeping Track of a game's storyline/objectivs
Re: Keeping Track of a game's storyline/objectivs So call me stupid, call me an idiot, but I don't understand.In post 3 there is a link to an observer pattern explanation. Really good for what it is, but I fail to see how useful it would be overall.Suppose that we have a map
Re: Keeping Track of a game's storyline/objectivs
Re: Keeping Track of a game's storyline/objectivs CAE_Jones wrote:When you get down to it, you're talking conditionals. The best way I've simplified those, related to story and objectives, is with bitwise operators. If you have more than 64 bits of information, more than one var might
Re: Keeping Track of a game's storyline/objectivs
Re: Keeping Track of a game's storyline/objectivs When you get down to it, you're talking conditionals. The best way I've simplified those, related to story and objectives, is with bitwise operators. If you have more than 64 bits of information, more than one var might be needed
Re: Keeping Track of a game's storyline/objectivs
Re: Keeping Track of a game's storyline/objectivs As 2 already pointed out, you may use the Observer Pattern to notify and trigger the action without having the portion of the particular code look dirty. You can Take a look at this page to get the initial idea more clearly. URL: https
Re: Keeping Track of a game's storyline/objectivs
Re: Keeping Track of a game's storyline/objectivs As 2 already pointed out, you may use the Observer Pattern to notify and trigger the action without having the portion of the particular code look dirty. You can [ URL: https://forum.audiogames.net/post/456595/#p456595 -- Audiogames
Re: Keeping Track of a game's storyline/objectivs
Re: Keeping Track of a game's storyline/objectivs I suggest looking into the observer pattern, maybe it will help somehow.For example, the square may send a notification when you step on it and it is marked as an important place to reach, or the player may send a notification when a key
Keeping Track of a game's storyline/objectivs
Keeping Track of a game's storyline/objectivs I've been looking around the internet (as well as around my own brain) for quite some time now in an effort to figure out a solution for the problem I'm facing. In short, I'm trying to figure out an efficient way to keep track of a game's