Raspberry Pi’s Rik Cross shows you how to create game states, and rules for moving between them.
The continue screen, while much less common now, was a staple feature of arcade games, providing an opportunity (for a small fee) to reanimate the game’s hero and to pick up where they left off.
Continue Screens
Games such as Tecmo’s Ninja Gaiden coin-op (known in some regions as Shadow Warriors) added jeopardy to their continue screen, in an effort to convince us to part with our money.
Often, a continue screen is one of many screens that a player may find themselves on; other possibilities being a title screen or an instruction screen. I’ll show you how you can add multiple screens to a game in a structured way, avoiding a tangle of if…else
statements and variables.
A simple way of addressing this problem is to create separate update and draw functions for each of these screens, and then switch between these functions as required. Functions are ‘first-class citizens’ of the Python language, which means that they can be stored and manipulated just like any other object, such as numbers, text, and class instances. They can be stored in variables and other data types such as lists and dictionaries, and passed as parameters to (or returned from) other functions.
We can take advantage of the first-class nature of Python functions by storing the functions for the current screen in variables, and then calling them in the main update()
and draw()
functions. In the following example, notice the difference between storing a function in a variable (by using the function name without parentheses) and calling the function (by including parentheses).
[Ed. comment: We have to use an image here because WordPress doesn’t seem to allow code indentation. We know that’s annoying because you can’t copy and paste the code, so if you know a better solution, please leave us a comment.]
The example code above calls currentupdatefunction()
and currentdrawfunction()
, which each store a reference to separate update()
and draw()
functions for the continue screen. These continue screen functions could then also include logic for changing which function is called, by updating the function reference stored in currentupdatefunction
and currentdrawfunction
.
This way of structuring code can be taken a step further by making use of state machines. In a state machine, a system can be in one of a (finite) number of predefined states, and rules determine the conditions under which a system can transition from one state into another.
A state machine (in this case a very simplified version) can be implemented by first creating a core State()
class. Each game state has its own update()
and draw()
methods, and a rules dictionary containing state:rule pairs – references to other state objects linked to functions for testing game conditions. As an example, the continuescreen
state has two rules:
- Transition to the
gamescreen
state if theSPACE
key is pressed; - Transition to the
titlescreen
state if the frame timer reaches 10.
This is pulled together with a StateMachine() class
, which keeps track of the current state. The state machine calls the update()
and draw()
methods for the current state, and checks the rules for transitioning between states. Each rule in the current state’s rules list is executed, with the state machine updating the reference to its current state if the rule function returns True
. I’ve also added a frame counter that is incremented by the state machine’s update()
function each time it is run. While not a necessary part of the state machine, it does allow the continue screen to count down from 10, and could have a number of other uses, such as for animating sprites.
Something else to point out is the use of lambda functions when adding rules to states. Lambda functions are small, single-expression anonymous functions that return the result of evaluating its expression when called. Lambda functions have been used in this example simply to make the code a little more concise, as there’s no benefit to naming the functions passed to addrule()
.
State machines have lots of other potential uses, including the modelling of player states. It’s also possible to extend the state machine in this example by adding onenter()
and onexit()
functions that can be called when transitioning between states.
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