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Difference between revisions of "Legacy:InitialState"
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− | The '''Object -> InitialState''' property of an [[Legacy:Actor|Actor]] sets the state the actor will be in when the game begins. For many actors, including [[Legacy:Mover|Mover]]s and [[Legacy:Trigger|Trigger]]s, states are partitioned: the actor has no state-switching code and will therefore remain in whicever state it starts the game in. | + | The '''Object -> InitialState''' property of an [[Legacy:Actor|Actor]] sets the [[Legacy:State|state]] the actor will be in when the game begins. For many actors, including [[Legacy:Mover|Mover]]s and [[Legacy:Trigger|Trigger]]s, states are partitioned: the actor has no state-switching code and will therefore remain in whicever state it starts the game in. |
− | This technique makes each state a different | + | This technique makes each state a different "flavour" of the actor. For example, the Mover class has states such as TriggerOpenTimed and BumpOpenTimed, which determine how the mover is activated. |
− | == | + | ==Related Topics== |
+ | * [[Legacy:Object|Object]] | ||
+ | * [[Legacy:State|State]] | ||
− | + | ==Discussion== | |
− | : I think that's pretty much covered it. Any ideas on padding this out are welcome | + | This page is meant to give a simple explanation of the Object -> InitialState property, and an overview of states from a mapping rather than coding perspective: states as flavours of an actor rather than dynamic behaviour. |
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+ | '''Tarquin:''' I think that's pretty much covered it. Any ideas on padding this out are welcome. | ||
+ | |||
+ | '''SuperApe:''' How is this page categorized? Linkage ideas? Added some Related Topics. | ||
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+ | ---- |
Latest revision as of 14:59, 17 December 2005
The Object -> InitialState property of an Actor sets the state the actor will be in when the game begins. For many actors, including Movers and Triggers, states are partitioned: the actor has no state-switching code and will therefore remain in whicever state it starts the game in.
This technique makes each state a different "flavour" of the actor. For example, the Mover class has states such as TriggerOpenTimed and BumpOpenTimed, which determine how the mover is activated.
Related Topics[edit]
Discussion[edit]
This page is meant to give a simple explanation of the Object -> InitialState property, and an overview of states from a mapping rather than coding perspective: states as flavours of an actor rather than dynamic behaviour.
Tarquin: I think that's pretty much covered it. Any ideas on padding this out are welcome.
SuperApe: How is this page categorized? Linkage ideas? Added some Related Topics.