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Slick Forums • View topic - RFE: Update state/transition packages

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PostPosted: Mon Jan 01, 2007 4:54 pm 
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This is a request to update the transition system to support pre and post render ability.

See original post traffic here -

http://slick.javaunlimited.net/viewtopi ... b0e2655c02

kev - If you like the idea I presented, I can address this and give you the code, including adding a new transition or two.

Dr.A>


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PostPosted: Mon Jan 01, 2007 7:53 pm 
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IMHO a way to create transitions from one state to another where the screen shows the "visuals" of both states is a cool thing.
To be honest, I didn't get the point of the stacked and combined transitions. My gut feeling is that transitions rely on tricky graphics stuff with OpenGL where the combination or stacking of those would lead to strange results...

I would guess for certain effects it would make more sense to have a single transition instance to deal with the whole transition instead a leaving and entering one...

What are the features or missing features of the Titlilation transition classes?
And would you, Kev, consider to add them to Slick or is that a "prohibited area" as it is the source code of your shareware game?

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PostPosted: Tue Jan 02, 2007 7:58 am 
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Those wierd effects (by combining two sets of GL type operations) are exactly what you're looking for in transitions :)

Tiltilation's classes are essentially the same apart from they have pre and post render methods. The code isn't prohibited but it isn't as pretty as Slick, hence it not being open :) Lots of things in Slick are "inspired" by Tilt and Feck code.

The idea of a transition for leaving and transition for entering is two fold:

1) You don't have to cope with every combination of states. With only a couple of states thats not so bad, but with lots its a bit of pain when you add a new state to hunt round looking for combinations. You could just say, whenever I leave this state I want to use the single transitoon with which ever state I'm going into - but this is likely to lead to exactly the effects you don't want - untested.

2) Consistancy - one of the things that makes a game feel polished IME is a consistant feel to player interactions. Keeping them seperate keeps the transition from and to states the same each time, so the user has another visual cue to hook on to.

My opinion is that pre/post render makes sense to go into the core (since I know I've used it before).

Composite/Stacked - can be done as a utility transition once pre and post are in. A transition which is a list/composite of other transitions which get called in turn. So this doesn't effecet everyone, just those who want to do it.

Showing both visual states - can also be done as a utility transition where the transition constructor accepts the target game state as a parameter and calls render (and update? not normally in transitions) in it's postRender() method before calling super.postRender().

I'm not suggesting we expect everyone to write these classes, rather that some friendly folk (:)) submits them as source.

As you can tell, I'm very keen on keeping the simple case - simple.

Kev


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Available in Build #93

Kev


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