GSDP:GAM100/CProcessing/SetNextGameStateForced()

< GSDP:GAM100‎ | CProcessing
Revision as of 12:04, 13 October 2019 by >Zachary.logsdon (New page: {{GSDP:GAM100API.css}} = SetNextGameStateForced() = == Description == This sets the next state for the program to enter. This will call the shutdown function of the current state if own e...)
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SetNextGameStateForced()

Description

This sets the next state for the program to enter. This will call the shutdown function of the current state if own exists. Calling SetNextGameStateForced() allows you to reset your current game state, while SetNextGameState() with the current game state will not.

Parameters

SetNextGameState(FunctionPtr init, FunctionPtr update, FunctionPtr shutdown)

  • init - (FunctionPtr) The name of the function called once when the state first begins. This can be NULL if no initialization is needed for your state.
  • update - (FunctionPtr) The name of the function called every frame to update the state.
  • shutdown - (FunctionPtr) The name of the function called when you leave a state. This occurs when you call SetNextGameState() or SetNextGameStateForced() to change states. This can be NULL if no cleanup is needed for your state.

Example Usage

void init(void)
{
  /* Set the size of the window */
  size(500, 500);
}

void update(void)
{
  /* Set the background color to black every frame */
  background(color(0, 0, 0, 255));

  /* Draw a rectangle at the mouse position */
  rect(mouseX, mouseY, 50, 50);
}

int main(void)
{
  // Set the initial game state
  SetNextGameState(init, update, NULL);

  // Run the program
  Run();    
}

See Also