Thought using Hump's Gamestate switch function would be easy.
Actually it is, but it took a day of tweaking to get there. Enough about
me...
The aim here is to start fom one gamestate: menu, move to the other:game,
and then back to menu. Below, the Gamestate starter form Hump documentation:
Yes, one can go back and forth, but Love won.t let me go back to the menu:draw().
that would be a duplicat function. So it is forward to new levels...
* * *
The code works with gamestates initiated as empty tables. Hump/gamestate.lua has the
code which instructs gamestates to register events. The documentation also
mentions that one can restrict which events one wants to register, from
Gamestate.registerEvents().
A callback and an event are not - strictly speaking - the same thing. An event
is user-generated and in turn triggers a callback. A callback itself is a function
passed as an argument to another function. Love itself has to keep track
of all callbacks.
In switching between states, one is going from one memory stack to another...
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