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Showing results for tags 'state machine'.
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TLDR: What do people recommend for implementing FSMs in Phaser? Details: Since FSMs make it a lot easier to manage the complexity of game states, I try to use them in all my games. This is not the same as what Phaser calls states. That looks like it's more for screen management. This article explains the state pattern that I'm referring to pretty clearly. So I'm wondering how do people recommend implementing FSMs within a Phaser state? What patterns or plugins they use? Or do they roll their own? If roll your own, any advice on implementation? Or maybe my understanding of Phaser states is mistaken and they can be used for FSMs and I just don't know how?
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Hi I new in Phaser and I don't know this framework is suitable for my needs or not.Please help me to find this. I make a game that requires a state machine.(Designed game have more than 3000 state and more 20 events like Touch kinds, waits and ... ) for example -if current state is x and wait 5 second (no input for 5 second) go state y and show animation y -if current state is B and slide touch point to right go state y' and show animation y' (also I want use Intel XDK for port this game to android ) now this is my questions 1. is this frame work suitable for state machine ? or I must use state machine libs? or myself develop this part ? 2. is phaser timing systems suitable for calculate many many times (for example in each update need calculate 5 kinds of timing (last touch , last state change and ...))? 3. can I determine kind of touch (mouse event) type for example touch, slid right,Clockwise touch and ... thanks for your attentions and excuse for my bad English