Wow – 20% of the way through the project. Scary stuff.
Tonight I got the first version of the ContextManager up and running. Right now the KranzkyEngine has the following structure:
- KranzkySingleton
- KranzkyEngine < KranzkySingleton
- Initialise the AirPlay framework
- Hook into iPhone events
- Run the main loop
- Call KranzkyContextManager to update and render
- KranzkyContextManager < KranzkySingleton
- Manage the list of known KranzkyContext objects
- Manage the list of currently running KranzkyContext objects
- Handle overlaying one KranzkyContext on another
- Handle transitioning from one KranzkyContext to another
- KranzkyContext
- Handle state transitions (ready -> waiting -> starting -> running -> stopping -> stopped
The “HelloKranzky” sample game looks like this:
- GameContext < KranzkyContext
- Implement update and render
- HelloKranzky
- Add the GameContext to the KranzkyEngine
- Then tell the KranzkyEngine to start at the GameContext
- Then call Kranzky::Engine::instance()->main()
This is all very cool. The next step will be to implement a bunch of different contexts to represent all of the different states of PostalWorker, and to hook them up to implement the click-through storyboard that I mentioned previously (and which I was hoping to have done by this update). I’ll likely find a few bugs in the implementation so far, as the storyboard will make use of stacked contexts with transitions as they start and stop. But that’s all good!
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