#state-machine #game-state #game #ecs #update #stack-based #pause

game_state_machine

A stack-based state machine with update functions

1 stable release

1.0.0 Apr 11, 2021

#1791 in Game dev

29 downloads per month
Used in game_engine_core

Apache-2.0

9KB
104 lines

Game State Machine

Game State Machine

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Read the documentation.

Features

  • State trait that is simple to implement.
  • Generic stack-based state machine, for all your needs.
  • State update functions.
  • State pause and unpause.

Usage

Add the following to you Cargo.toml file:

game_state_machine = "*"

Use it like so:

use game_state_machine::*;

type StateData = (isize, isize);

pub struct Test;

impl State<StateData> for Test {
    fn on_start(&mut self, data: &mut StateData) {
        data.0 += data.1;
    }

    fn on_resume(&mut self, data: &mut StateData) {
        self.on_start(data);
    }

    fn update(&mut self, _data: &mut StateData) -> StateTransition<StateData> {
        StateTransition::Push(Box::new(Test))
    }
}

fn main() {
    let mut sm = StateMachine::<StateData>::default();

    let mut state_data = (0, 10);

    sm.push(Box::new(Test), &mut state_data);
    assert!(state_data.0 == 10);

    sm.update(&mut state_data);
    assert!(state_data.0 == 20);

    sm.stop(&mut state_data);
    assert!(state_data.0 == 20);
    assert!(!sm.is_running())
}

Maintainer Information

  • Maintainer: Jojolepro
  • Contact: jojolepro [at] jojolepro [dot] com
  • Website: jojolepro.com
  • Patreon: patreon

No runtime deps