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I've found that with a transitional game state set, pushing a new state then popping it back results in a new copy of the previous state being pushed onto the stack. Behold my hypothetical situation:
TitleScreen
push_game_state OptionsMenu
OptionsMenu
TitleScreen
pop_game_state
TitleScreen
TitleScreen
I can't quite pinpoint it, but it seems to be a logic error in either GameStateManager#pop_game_state or #switch_game_state.
The text was updated successfully, but these errors were encountered:
ye I'm actually not sure it has ever worked 100% perfect.. the example demoing it does what it should do. I'm thinking of deprecating it. I like the idea of having automatic fades though but maybe it was a misstake trying to implement it as a game state.
I'm off for vacation now for a week, maybe I can find time looking it at when I get back.
I never used it so I wasn't aware it was broken until tonight. I actually noticed it when I ran the demo and double checked it with a little self-written code. Haven't found any other glaring problems so far.
I agree that it was probably not a good idea to implement as a game state. I'll try to investigate other possibilities, but I've got a few things on my plate in Real Life™ right now so we'll see.
I've found that with a transitional game state set, pushing a new state then popping it back results in a new copy of the previous state being pushed onto the stack. Behold my hypothetical situation:
I can't quite pinpoint it, but it seems to be a logic error in either
GameStateManager#pop_game_state
or#switch_game_state
.The text was updated successfully, but these errors were encountered: