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PostPosted: Sat Aug 11, 2018 9:56 am 
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Joined: Tue Jun 24, 2008 8:38 pm
Posts: 2129
Location: Fukuoka, Japan
With that pseudo-code it looks quite clean!

In my current code, I have a "manager" for the player and there is a method to check the input. This is called from the main loop of the current stage. The only thing is since my test assets is mega man, the actor has many state based on specific condition, causing the animation to change. For now I did the change of pointer when the status change but that causes a lot of duplicate code. I need to refactor that mess soon. For now, this is more than enough for testing.

What I'm learning from it is that it is hard to make something generic if the game contains many state for animation and have specific context change based on many movement (which mega man has). It's hard to reproduce something just from looking at it, that's for sure.


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