Subroutines

Non-platform specific questions.

Postby jazz_e_bob » Mon Apr 26, 2004 11:10 pm

makslane wrote:What's the problem with your method?


It cuts off my option to use physical response. (also getting a little messy and complicated.)

:idea: I think what is required is a paradigm shift here. I am so used to programming in procedural languages I tend to want to fall back into old habits.

I think I might treat actors as Finite State Machines. Will debut my ideas and coding concepts with new build of microFooty which, I might add, features stunning new graphics. :)

8) :)
Controlling complexity is the essence of computer programming.
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Postby makslane » Tue Apr 27, 2004 1:47 am

treat actors as Finite State Machines


Is a nice thing to make with Activation Event, but I don't have tested this
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Postby makslane » Tue Apr 27, 2004 1:49 am

I'm studying a form to make the internal actor vars alteration in the global code feasible
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Postby jazz_e_bob » Tue Apr 27, 2004 10:54 am

OK :) Hope you are well.

Here is my first attempt at what I hope to be a nice way of coding within GE. (Treating the actor as a finite state machine?)

The actor is a simple countdown timer.
It comes with its own set of states and properties.
All coding is done within create and draw actor.

http://www.maybanana.com/pantzboi/game_editor/countDownTimer.zip

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