-- The base State class. -- The general way of creating an object that implements these functions goes like this: --[[ MyState = Object:extend() MyState:implement(State) function MyState:init(name) self:init_state(name) end function MyState:on_enter(from) end function MyState:update(dt) end function MyState:draw() end ]]-- -- This creates a new MyState class which you can then use to start writing your code. -- Use the init function for things you need to do when the state object is created. -- Use the on_enter function for things you need to do whenever the state gets activated. -- By default, whenever a state gets deactivated it's not deleted from memory, so if you want to restart a level, for instance, whenever you switch states, -- then you need to destroy everything that needs to be destroyed in an on_exit function and then recreate it again in the on_enter function. -- -- You'd add a state to the game like this: -- main:add(MyState'level_1') -- You'd move to that state like so: -- main:go_to'level_1' -- main:go_to automatically calls on_exit for the currently active state and on_enter for the new one. -- You can access the currently active state with main.current. State = Object:extend() function State:init_state(name) self.name = name or random:uid() self.active = false end function State:enter(from, ...) self.active = true if self.on_enter then self:on_enter(from, ...) end end function State:exit(to, ...) self.active = false if self.on_exit then self:on_exit(to, ...) end end -- The main state. This is a global state that is always active and contains all other states. Main = Object:extend() Main:implement(State) function Main:init(name) self:init_state(name) self.states = {} self.transitions = Group():no_camera() end function Main:update(dt) for _, state in pairs(self.states) do if state.active or state.persistent_update then state:update(dt) end end self.transitions:update(dt) end function Main:draw() for _, state in pairs(self.states) do if state.active or state.persistent_draw then state:draw() end end self.transitions:draw() end function Main:add(state) self.states[state.name] = state end function Main:get(state_name) return self.states[state_name] end -- Deactivates the current active state and activates the target one. -- Calls on_exit for the deactivated state and on_enter for the activated one. -- If on_exit returns true then the deactivated state will be removed from memory. -- You must handle the destruction of it yourself in its on_exit function. function Main:go_to(state, ...) if type(state) == 'string' then state = self:get(state) end if self.current then if self.current.active then if self.current:exit(state) then self.states[state.name] = nil end end end local last_state = self.current self.current = state state:enter(last_state, ...) end