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Cocos2d-X Game Development Blueprints

You're reading from   Cocos2d-X Game Development Blueprints Build a plethora of games for various genres using one of the most powerful game engines, Cocos2d-x

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Product type Paperback
Published in Jul 2015
Publisher Packt
ISBN-13 9781783985265
Length 392 pages
Edition 1st Edition
Languages
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Author (1):
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Karan Sequeira Karan Sequeira
Author Profile Icon Karan Sequeira
Karan Sequeira
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Toc

Table of Contents (12) Chapters Close

Preface 1. A Colorful Start FREE CHAPTER 2. How to Fly a Dragon! 3. Not Just a Space Game 4. Back to the Drawing Board 5. Let's Get Physical! 6. Creativity with Textures 7. Old is Gold! 8. Box2D Meets RUBE 9. The Two Towers 10. Cross-platform Building Index

Defining the clown's state machine


A Finite State Machine (FSM) is nothing but a system to manage the various states that a particular machine (the clown in our case) can be in. You can create an FSM to describe the various stages of an entity's lifecycle. The term entity could be anything from the main character in a game where the states would be walking, running, jumping, shooting, dying, and so on. Similarly, an entity could be the game itself where the states would be: game world creation, game world update, collision detection, level completion, game over, and so on.

A common way to represent the states within an FSM is to enumerate them, which in the case of our clown's states is the following enum that you will find in the GameGlobals.h file:

enum EClownState
{
  E_CLOWN_NONE = 0,
  E_CLOWN_UP,
  E_CLOWN_DOWN,
  E_CLOWN_BOUNCE,
  E_CLOWN_ROCKET,
  E_CLOWN_BALLOON,
};

For this simple game, we have just five states the clown can be in, excluding the E_CLOWN_NONE state of course. The Clown...

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