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Welcome to this SFML tutorial.
If you have any questions feel free to post them on our free education platform sonarlearning.co.uk
Hey Sonar… Why use Virtual
why you always use this in the state machine.cpp
you don t need it in this case right?
just acces to your private attribute
I noticed that the 2nd parameter in the AddState function is called bool isReplace in the header file but then changed to bool isReplacing in the cpp file. Mistake?
I don't understand how to use this state machine. Can anybody help me? I've tried looking up how std::stack works and so far I'm just confused.
Hey, could you explain, why did you pass delta time to "draw" method? I mean:
void draw(float dt);
Why does this function need to know time? I was thinking dt is required only for update() function, cause we want (as you said) frame independent, but when you just draw something you don't need to know any time.
Your coding style sucks, especially when you add extra spaces.
Assertion fails at the last line of the StateMachine.cpp:
StateRef &StateMachine::GetActiveState()
{
return this->_states.top();
}
what should I do ?
P.S. I wrote the whole code and the game should run completely now but I get this box saying Debug Assertion Failed, Expression: cannot deference out of range deque iterator
StateRef &GetActiveState( );
i don't understand this syntax and how it work;
can someone explain for me, please. thanks.
Does this work the same for Windows?
Is there any good reason you're using "#define SCREEN_WIDTH 1024" instead of "constexpr int 1024" ?
The only part I dont really understand from this tutorial (and its purely just C++) is the "std::move()" function we are using when we are pushing the newState onto the Stack
Can anyone please Explain?
Other than that, amazing series!
This is no State machine, this is a State stack…
Hello, Sonar Systems! I watched this and I learned a lot, but I am still confused about certain things.
Why did you write inside(StateMachine.hpp):
&GetActiveState();
instead of just:
GetActiveState();
And what is the reason you chose unique_ptr for:
unique_ptr<State> StateRef
All your videos are great and insightful! Plus, I realized my coding style is terrible compared to yours
Hi, can this Game Engine that you have builded be useful for any kind of games? Thank you.
Btw for you coders out there who aren't so familiar with C++, at 2:33 when he declared the function to zero he is simply stating that the function is a pure virtual function, which has no implementation in the parent class and needs to be implemented in an inherited class. This is C++'s special way of doing this, and it is quite weird so I thought I'd be helpful and point that out.
Had issues getting the GetActiveStates definition to work with it in the .cpp file so moved it into the header file and used inline StateRef &GetActiveState(){ return this->_states.top(); } not sure if it will work yet but it seemed to be the only way to get it to work as Visual studio flagged it as an error.
I think it is not good implementation of stack-based state machine. Everything can be done without any _isAdding/_isRemoving/_isReplacing
Hi,
After I watched the video and wrote whole code from it, I'm getting a bunch of errors. Would you kindly help?
Thanks in advance
The menu can be considered a gameState or i should created in the main loop with a switch ?(i'm still learning)
Awesome can't wait to see more!
cool, new game engine series )
Be honest, which do u like more xcode or visual studio? btw educational vid 👍🏻