Questions about game states

Posted by MrPlow on Game Development See other posts from Game Development or by MrPlow
Published on 2013-08-02T15:40:00Z Indexed on 2013/08/02 16:06 UTC
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I'm trying to make a framework for a game I've wanted to do for quite a while. The first thing that I decided to implement was a state system for game states. When my "original" idea of having a doubly linked list of game states failed I found This blog and liked the idea of a stack based game state manager.

However there were a few things I found weird:

  1. Instead of RAII two class methods are used to initialize and destroy the state
  2. Every game state class is a singleton(and singletons are bad aren't they?)
  3. Every GameState object is static

So I took the idea and altered a few things and got this:

GameState.h

class GameState
{
private:
    bool m_paused;
protected:
    StateManager& m_manager;
public:
    GameState(StateManager& manager) : m_manager(manager), m_paused(false){}
    virtual ~GameState() {}

    virtual void update() = 0;
    virtual void draw() = 0;
    virtual void handleEvents() = 0;

    void pause() { m_paused = true; }
    void resume() { m_paused = false; }

    void changeState(std::unique_ptr<GameState> state)
    {
        m_manager.changeState(std::move(state));
    }
};

StateManager.h

class GameState;

class StateManager
{
private:
    std::vector< std::unique_ptr<GameState> > m_gameStates;
public:
    StateManager();

    void changeState(std::unique_ptr<GameState> state);
    void StateManager::pushState(std::unique_ptr<GameState> state);
    void popState();

    void update();
    void draw();
    void handleEvents();
};

StateManager.cpp

StateManager::StateManager()
{}

void StateManager::changeState( std::unique_ptr<GameState> state )
{
    if(!m_gameStates.empty())
    {
        m_gameStates.pop_back();
    }

    m_gameStates.push_back( std::move(state) );
}

void StateManager::pushState(std::unique_ptr<GameState> state)
{
    if(!m_gameStates.empty())
    {
        m_gameStates.back()->pause();
    }

    m_gameStates.push_back( std::move(state) );
}

void StateManager::popState()
{
    if(!m_gameStates.empty())
        m_gameStates.pop_back();
}

void StateManager::update()
{
    if(!m_gameStates.empty())
        m_gameStates.back()->update();
}

void StateManager::draw()
{
    if(!m_gameStates.empty())
        m_gameStates.back()->draw();
}

void StateManager::handleEvents()
{
    if(!m_gameStates.empty())
        m_gameStates.back()->handleEvents();
}

And it's used like this:

main.cpp

    StateManager states;

    states.changeState( std::unique_ptr<GameState>(new GameStateIntro(states)) );

    while(gamewindow::gameWindow.isOpen())
    {
        states.handleEvents();
        states.update();
        states.draw();
    }

Constructors/Destructors are used to create/destroy states instead of specialized class methods, state objects are no longer static but

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