Hi, In my new game I am using a scene management function by nagi(a YouTuber I got inspired from to make games in love2d), He used an extremely simple and good scene management you can search him in youtube and watch his love2d tutorials to know more.
I just wanted to know if it is worth using it, what are it's disadvantages and is there any more better way but as easy as that one.
The scene management function is:
function changeScene(nextScene)
Scene=require("src/"..nextScene)
end
Is scene management a good idea?
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- Prole
- Posts: 15
- Joined: Sat Aug 13, 2022 7:25 am
Re: Is scene management a good idea?
It's nice until you change the scene, you cannot require the same scene twice, the preloaded scene will be used, you cannot restore the default values from it.
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- Prole
- Posts: 15
- Joined: Sat Aug 13, 2022 7:25 am
Re: Is scene management a good idea?
Yes you're right it is ok for mini-games but for big projects I should not use it...but is there any alternative for that which is better??
Re: Is scene management a good idea?
I wouldn't even call that a scene management function. It's a loader.
In the sense that you mean, scenes are more often called gamestates. "Scene" is a term more commonly used for a tree of transformations and sprites, and is less commonly used in 2D (such as love) than in 3D (such as amulet or irrlicht). Look for gamestate libraries, there are a number of them out there. One of the most famous gamestate management libraries is probably hump. I like to keep gamestate management very simple (but not just a loader), but for certain projects more sophisticated management is necessary.
In a basic gamestate manager, the idea is that the events such as love.draw, love.update, love.keypressed etc. call the corresponding events of the currently selected gamestate (or call it screen, if you want). Some gamestates may not need certain events, so you usually have to protect the calls against the case that the event does not exist in that gamestate.
For example, in a simple gamestate manager, a game with three gamestates (menu, game, game over) could look like this:
states.lua:
main.lua:
menu.lua:
game.lua:
gameover.lua:
That's a VERY barebones example. You may want to add events to reinitialize the state (like the counter in the game screen, in order to be able to play again without restarting the whole thing). Also events to load state-specific assets. Also events to pause and resume the current state, which you can use for example to pause/resume the game music. It's very flexible and you can add a lot of things with little effort.
In the sense that you mean, scenes are more often called gamestates. "Scene" is a term more commonly used for a tree of transformations and sprites, and is less commonly used in 2D (such as love) than in 3D (such as amulet or irrlicht). Look for gamestate libraries, there are a number of them out there. One of the most famous gamestate management libraries is probably hump. I like to keep gamestate management very simple (but not just a loader), but for certain projects more sophisticated management is necessary.
In a basic gamestate manager, the idea is that the events such as love.draw, love.update, love.keypressed etc. call the corresponding events of the currently selected gamestate (or call it screen, if you want). Some gamestates may not need certain events, so you usually have to protect the calls against the case that the event does not exist in that gamestate.
For example, in a simple gamestate manager, a game with three gamestates (menu, game, game over) could look like this:
states.lua:
Code: Select all
local states = {}
function states.changeTo(newState)
states.state = newState
end
return states
Code: Select all
local states = require('states') -- load the states library
states.menu = require('menu') -- load a file with the definition of the menu state
states.game = require('game') -- load a file with the game itself
states.gameover = require('gameover') -- load a file with the definition of the gameover state
states.changeTo(states.menu) -- set the menu state at start
-- Let's imagine that no gamestates use any events other than update, draw, and keypressed
function love.keypressed(...)
if states.state.keypressed then -- if the keypressed event exists in the current state
states.state.keypressed(...) -- call it with all arguments received
end
end
function love.update(dt)
if states.state.update then -- if the update event exists in the current state
states.state.update(dt) -- call it
end
end
function love.draw()
if states.state.draw then -- if the draw event exists in the current state
states.state.draw() -- call it
end
end
Code: Select all
local states = require('states')
local menu = {}
function menu.keypressed(k, s)
-- key "1" starts the game
if s == "1" then
states.changeTo(states.game) -- set the "game" state
end
end
function menu.draw()
love.graphics.print("Menu\nPress 1 to start game\nThere are no other options!")
end
return menu
Code: Select all
local states = require('states')
local game = {}
local time = 0
function game.keypressed(k, s)
if s == "space" then
_G["WON"] = true -- won the game
states.changeTo(states.gameover)
end
end
function game.update(dt)
time = time + dt
if time >= 2 then
_G["WON"] = false -- set the WON global to false
states.changeTo(states.gameover)
end
end
function game.draw()
love.graphics.print("Press space in less than two seconds to win!")
end
return game
Code: Select all
local states = require('states')
local gameover = {}
local wonlost
if _G["WON"] then
wonlost = "won"
else
wonlost = "lost"
end
function gameover.keypressed(k, s)
if s == "escape" then return love.event.quit() end
end
function gameover.draw()
love.graphics.print("You " .. wonlost .. "!\nPress escape to exit")
end
return gameover
Re: Is scene management a good idea?
You can also check existing libraries such as Hump:Dangerous beetle wrote: ↑Fri Jun 23, 2023 3:42 pm Yes you're right it is ok for mini-games but for big projects I should not use it...but is there any alternative for that which is better??
https://hump.readthedocs.io/en/latest/gamestate.html
My boat driving game demo: https://dusoft.itch.io/captain-bradley- ... itius-demo
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- Prole
- Posts: 15
- Joined: Sat Aug 13, 2022 7:25 am
Re: Is scene management a good idea?
Thanks! I'll try it.dusoft wrote: ↑Sun Jun 25, 2023 2:13 pmYou can also check existing libraries such as Hump:Dangerous beetle wrote: ↑Fri Jun 23, 2023 3:42 pm Yes you're right it is ok for mini-games but for big projects I should not use it...but is there any alternative for that which is better??
https://hump.readthedocs.io/en/latest/gamestate.html
-
- Prole
- Posts: 15
- Joined: Sat Aug 13, 2022 7:25 am
Re: Is scene management a good idea?
Thanks, I saw some tutorials on scene management, I am going to use hump because I'm already familiar with that library. Thanks for replying!pgimeno wrote: ↑Fri Jun 23, 2023 4:34 pm I wouldn't even call that a scene management function. It's a loader.
In the sense that you mean, scenes are more often called gamestates. "Scene" is a term more commonly used for a tree of transformations and sprites, and is less commonly used in 2D (such as love) than in 3D (such as amulet or irrlicht). Look for gamestate libraries, there are a number of them out there. One of the most famous gamestate management libraries is probably hump. I like to keep gamestate management very simple (but not just a loader), but for certain projects more sophisticated management is necessary.
In a basic gamestate manager, the idea is that the events such as love.draw, love.update, love.keypressed etc. call the corresponding events of the currently selected gamestate (or call it screen, if you want). Some gamestates may not need certain events, so you usually have to protect the calls against the case that the event does not exist in that gamestate.
For example, in a simple gamestate manager, a game with three gamestates (menu, game, game over) could look like this:
states.lua:main.lua:Code: Select all
local states = {} function states.changeTo(newState) states.state = newState end return states
menu.lua:Code: Select all
local states = require('states') -- load the states library states.menu = require('menu') -- load a file with the definition of the menu state states.game = require('game') -- load a file with the game itself states.gameover = require('gameover') -- load a file with the definition of the gameover state states.changeTo(states.menu) -- set the menu state at start -- Let's imagine that no gamestates use any events other than update, draw, and keypressed function love.keypressed(...) if states.state.keypressed then -- if the keypressed event exists in the current state states.state.keypressed(...) -- call it with all arguments received end end function love.update(dt) if states.state.update then -- if the update event exists in the current state states.state.update(dt) -- call it end end function love.draw() if states.state.draw then -- if the draw event exists in the current state states.state.draw() -- call it end end
game.lua:Code: Select all
local states = require('states') local menu = {} function menu.keypressed(k, s) -- key "1" starts the game if s == "1" then states.changeTo(states.game) -- set the "game" state end end function menu.draw() love.graphics.print("Menu\nPress 1 to start game\nThere are no other options!") end return menu
gameover.lua:Code: Select all
local states = require('states') local game = {} local time = 0 function game.keypressed(k, s) if s == "space" then _G["WON"] = true -- won the game states.changeTo(states.gameover) end end function game.update(dt) time = time + dt if time >= 2 then _G["WON"] = false -- set the WON global to false states.changeTo(states.gameover) end end function game.draw() love.graphics.print("Press space in less than two seconds to win!") end return game
That's a VERY barebones example. You may want to add events to reinitialize the state (like the counter in the game screen, in order to be able to play again without restarting the whole thing). Also events to load state-specific assets. Also events to pause and resume the current state, which you can use for example to pause/resume the game music. It's very flexible and you can add a lot of things with little effort.Code: Select all
local states = require('states') local gameover = {} local wonlost if _G["WON"] then wonlost = "won" else wonlost = "lost" end function gameover.keypressed(k, s) if s == "escape" then return love.event.quit() end end function gameover.draw() love.graphics.print("You " .. wonlost .. "!\nPress escape to exit") end return gameover
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