Reputation: 69
I've read up on the GameplayKit State Machine and the documentation explicitly mention Game UI as an example of usage. Im fully understanding the concept but I am unsure how to implement it while using SpriteKit.
Lets say I want 3 states. Menu, Gameplay and Game Over - All which display content to the SKScene. GameScene class extends SKScene. So it's impossible to turn GameScene into a state machine since we only can extend one class.
Should GameScene have a variable for a state machine with a reference to the SKScene, or is there a better solution? Earlier I've used protocols for state machines which makes it easy, but I'd like to try the functionality of GameplayKit.
Upvotes: 1
Views: 1409
Reputation: 2307
You're on the right track. Add the state machine variable in GameScene and initialise its starting state.
import SpriteKit
import GameplayKit
class GameScene: SKScene {
var stateMachine: GKStateMachine!
override func didMove(to view: SKView) {
self.stateMachine = GKStateMachine(states: [
StartState(scene: self),
PlayingState(scene: self),
PausedState(scene: self),
GameOverState(scene: self)
])
self.stateMachine.enter(StartState.self)
}
override func update(_ currentTime: TimeInterval) {
self.stateMachine.update(deltaTime: currentTime)
}
}
Then initialise the states so they accept GameScene as input parameter.
import SpriteKit
import GameplayKit
class StartState: GKState {
var scene: GameScene!
init(scene: GameScene){
super.init()
self.scene = scene
}
override func isValidNextState(_ stateClass: Swift.AnyClass) -> Bool {
return stateClass == PlayingState.self
}
override func updateWithDeltaTime(seconds: TimeInterval) {
self.stateMachine?.enterState(PlayingState.self)
}
}
Upvotes: 1