I'm writing a game, and I want to model its different states (the Game Maker analogy would be frames, I guess) in a clean, object-oriented way. Previously, I've done it in the following way:
class Game
{
enum AppStates
{
APP_STARTING,
APP_TITLE,
APP_NEWGAME,
APP_NEWLEVEL,
APP_PLAYING,
APP_PAUSED,
APP_ENDED
};
typedef AppState(Game::*StateFn)();
typedef std::vector<StateFn> StateFnArray;
void Run()
{
// StateFn's to be registered here
AppState lastState(APP_STARTING);
while(lastState != APP_ENDED)
{
lastState = GetCycle_(lastState);
}
// cleanup
}
protected:
// define StateFn's here
AppState GetCycle_(AppState a)
{
// pick StateFn based on passed variable, call it and return its result.
}
StateFnArray states_;
};
This was hardly manageble for a smaller project. All the variables that the states were using were dumped in the Game class, however I'd want to keep object-orientedness to a maximum, only exposing variables that are shared by more than one state. I also want to be able to initialize a new state when switching to it rather than having to do it in the state that's just finishing (as it might have multiple outcomes - APP_PLAYING can switch to APP_PAUSED, APP_GAMEOVER, APP_NEWLEVEL, etc.).
I thought of something like this (CAUTION! FUZZY STUFF!):
struct AppState
{
enum { LAST_STATE = -1; }
typedef int StateID;
typedef std::vector<AppState*> StateArray;
static bool Add(AppState *state, StateID desiredID);
// return false if desiredID is an id already assigned to
static void Execute(StateID state)
{
while(id != LAST_STATE)
{
// bounds check etc.
states_[id]->Execute();
}
}
AppState() {};
virtual ~AppState() {};
virtual StateID Execute() =0; // return the ID for the next state to be executed
protected:
static StageArray stages_;
};
The problem here is that the class and instance levels are getting jumbled up (static vs virtual). The states need to inherit from AppState, but - how I'd imagine - most of them would be classes with all-static members, or, at least I won't need more than one instance from one class (TitleState, LevelIntroState, PlayingState, GameOverState, EndSequenceState, EditorState... - pausing would no longer be a state, rather than being taken care of in the states where it makes sense).
How can it be done elegantly and efficiently?
The following article gives a nice, simple way to manage game states:
http://gamedevgeek.com/tutorials/managing-game-states-in-c/
Basically, you maintain a stack of game states, and just run the top state. You're right that many states would only have one instance, but this isn't really a problem. Actually, though, many of the states you're talking about could have multiple instances. E.g.:
push TitleState
push MenuState
push LevelIntroState
change_to PlayingState
change_to GameOverState
pop (back to MenuState)
... and you can start over with a new instance of LevelIntroState
, and so on.
I'm using some type of factory pattern combined with a state pattern in my soon-to-be game.
The code might be a bit messy but I'll try to clean it up.
This is the class you'll derive all states from, like the menu, the game or whatever.
class GameState {
public:
virtual ~GameState() { }
virtual void Logic() = 0;
virtual void Render() = 0;
};
This class will be your interface for handling the different states. You can dynamically add and id dynamically.
class State {
public:
State();
virtual ~State();
void Init();
void Shutdown();
void SetNext( std::string next_state );
void Exit();
bool Logic();
void Render();
protected:
bool Change();
std::string state_id;
std::string next_state;
GameState *current_state;
std::vector<std::string> state_ids;
StateFactory *state_factory;
bool is_init;
};
I'm using a functor to handle the creation of different GameState derivatives.
class BasicStateFunctor {
public:
virtual GameState *operator ()() = 0;
};
template<class T>
class StateFunctor : public BasicStateFunctor {
public:
StateFunctor() { }
GameState *operator ()() {
return new T;
}
typedef T type;
};
Lastly a factory which will store and manage the different states.
class StateFactory {
public:
StateFactory();
virtual ~StateFactory();
bool CheckState( std::string id );
GameState *GetState( std::string id );
template<class T> void AddState( std::string id );
private:
typedef std::map<std::string, BasicStateFunctor*>::iterator StateIt;
std::map<std::string, BasicStateFunctor*> state_map;
};
In your definition file:
Here I did leave out a lot of stuff, but hopefully you'll get the idea.
bool StateFactory::CheckState( std::string id )
{
StateIt it = state_map.find( id );
if( it != state_map.end() )
return true;
else
return false;
}
GameState *StateFactory::GetState( std::string id )
{
StateIt it = state_map.find( id );
if( it != state_map.end() )
{
return (*(*it).second)();
} else {
//handle error here
}
template<class T> void StateFactory::AddState( std::string id )
{
StateFunctor<T> *f = new StateFunctor<T>();
state_map.insert( state_map.end(), std::make_pair( id, f ) );
}
void State::Init()
{
state_factory = new StateFactory();
state_factory->AddState<Game>( "game" );
current_state = state_factory->GetState( "game" );
is_init = true;
}
void State::SetNext( std::string new_state )
{
//if the user doesn't want to exit
if( next_state != "exit" ) {
next_state = new_state;
}
}
bool State::Change()
{
//if the state needs to be changed
if( next_state != "" && next_state != "exit" )
{
//if we're not about to exit( destructor will call delete on current_state ),
//call destructor if it's a valid new state
if( next_state != "exit" && state_factory->CheckState( next_state ) )
{
delete current_state;
current_state = state_factory->GetState( next_state );
}
else if( next_state == "exit" )
{
return true;
}
state_id = next_state;
//set NULL so state doesn't have to be changed
next_state = "";
}
return false;
}
bool State::Logic()
{
current_state->Logic();
return Change();
}
And here's how you use it:
Initialize and add the different states, I'm doing it in the Init().
State.Init();
//remember, here's the Init() code:
state_factory = new StateFactory();
state_factory->AddState<Game>( "game" );
current_state = state_factory->GetState( "game" );
is_init = true;
For the frame function
State.Logic(); //Here I'm returning true when I want to quit
And for the rendering function
State.Render();
This may not be perfect but it works fine for me.
To further advance the design you'd want to add Singleton for State and maybe make the StateFactory as a hidden class inside State.
Here is my solution:
- Every state is like a small game, so I manage a set of games on a stack.
- Events bubble the stack up until someone stops them (so "games" further up don't see them anymore). This allows me to zoom the map via plus/minus while in a menu. OTOH, Esc stops the bubbling early since the first open menu swallows it.
- Each "game" on the stack has the same methods: handleUserEvent(), keyDown(), keyUp(), mousePressed(), mouseReleased(), mouseMotion(), update() (internal calculations before rendering), draw() (rendering), prepare() (optimize rendering by caching something in a texture that's just stamped on the target surface in draw())
For rendering, I'm using layers with priorities. So each game will render on a transparent canvas and the layer renderer will render them in the correct order. This way, each game can update its own layer without bothering what everyone else is doing.
I use a Game State manager with a list of GameStates, where each Item in the list is a "GameState Object" that implements IGameState and has two methods .render() and .HandleInput()
This GameStateManager is implemented as a singleton so any state can jump to any another state by calling
GameStateManager.gi().setState("main menu")
And the main loop looks something like this
while(isRunning)
{
GameStateManager.gi().getCurrentState().handleKeyboard(keysobject);
GameStateManager.gi().getCurrentState().handleMouse(mouseobject);
GameStateManager.gi().getCurrentState().render(screenobject);
}
That way to create states, just create a new class that implements IGameState, and add it to the GameStateManager.
(Note: This is a really handy way to make mini-games within your main game)