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Minigame System Design - Printable Version +- Las Venturas Playground (https://forum.sa-mp.nl) +-- Forum: Main Talk (https://forum.sa-mp.nl/forum-3.html) +--- Forum: Development (https://forum.sa-mp.nl/forum-16.html) +--- Thread: Minigame System Design (/thread-28742.html) |
Minigame System Design - Russell - 01-02-2012 Hi there, I'd like to share some information as the Minigame system implementation progresses. This in the form of flow-charts shared on Lucid Chart. When designing any complicated system for the gamemode, please be sure to create flow-charts for them to make sure other people can understand them. All of these will eventually be published as documentation on the gamemode. High-level Minigame Design https://www.lucidchart.com/documents/view#40b0-9548-4f01a212-8633-3f480a568fe7?branch=d045b32c-9fef-448e-ac41-0ac97f735c92 For each online player, the state will be compared to [tt]Minigame[/tt] in the [tt]Player::process[/tt] method. If the player is indeed playing a minigame, the [tt]MinigameManager::processPlayer[/tt] method will be called for the given player. This method, global to all Minigames, will process the shared sub-systems such as the timer (used for both on-screen timers as for handing timeouts). Furthermore, based on the kind of Minigame the player is currently playing, the respective [tt]*MinigameManager::processPlayer[/tt] method will be invoked. [this is a living post, and will be amended whenever new information arises] Re: Minigame System Design - Matthias - 01-02-2012 I really like that structure, thanks for the time you've put into explaining it! |