GameState architecture #1

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opened 2026-07-13 00:51:58 +01:00 by informator · 1 comment
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Implement Game state, transition and propagation to allow augment selection phase implementation, alongside with pause menu and prepare for upcoming states

Implement Game state, transition and propagation to allow augment selection phase implementation, alongside with pause menu and prepare for upcoming states
informator added reference chore/gameState 2026-07-13 16:42:44 +01:00
informator removed reference chore/gameState 2026-07-14 21:36:21 +01:00
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PR http://steinsgateway:3000/informator/delivivor/pulls/6 implements rough gamestate architecture as base.

GameController component is core and manage every modules needed in a gameplay level :

  • PlayerController : Handles player instantiation, interaction and lifecycle. (including UI)
  • MonsterSpawn : Handles monsters spawing and lifecycle.

GameController holds previous and current GameState values, changing current GameState will call PlayerController and MonsterSpawn directly. Latters will propagate the state change without unification.

Still TODO : Plan and implement an unification architecture to keep a good readability and maintainability

PR http://steinsgateway:3000/informator/delivivor/pulls/6 implements rough gamestate architecture as base. GameController component is core and manage every modules needed in a gameplay level : - PlayerController : Handles player instantiation, interaction and lifecycle. (including UI) - MonsterSpawn : Handles monsters spawing and lifecycle. GameController holds previous and current GameState values, changing current GameState will call PlayerController and MonsterSpawn directly. Latters will propagate the state change without unification. Still TODO : Plan and implement an unification architecture to keep a good readability and maintainability
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informator/delivivor#1
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