From a47d82460c0311576ca07f130ada1a5c1d34ba0f Mon Sep 17 00:00:00 2001 From: Alexander Griffith Date: Wed, 17 Oct 2018 21:46:34 -0400 Subject: [PATCH] Updated readme. --- readme.org | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/readme.org b/readme.org index 92944ca..e7f4d9b 100644 --- a/readme.org +++ b/readme.org @@ -7,9 +7,9 @@ The first step is to see how fennel works as a standalone execution environment, This repo contains the minimal viable setup to get started with Phil Hegelberg's game design process, plus some additional libraries. * Phil's Modal Callbacks (PMC) -Phil Hegelberg's [[https://gitlab.com/technomancy/exo-encounter-667/][exo-encounter-667]] is structured using a modal callback system. Each game state has a mode and each mode has a serise of specific callbacks. +Phil Hegelberg's [[https://gitlab.com/technomancy/exo-encounter-667/][exo-encounter-667]] is structured using a modal callback system. Each game state has a mode and each mode has a series of specific callbacks. -If you design your game as a series of states in a very simple state machine, for example *start-screen*, *play* and *end*, with unidirectional progression, you can easily seperate the logic for each state into state/mode specific callbacks. As an example, in order to have state dependant rendering that differs between start-screen,play and end you could provide a *draw* callback for each of those states. Similarly if we need state dependent logic and keyboard input we could provide *update* and *keyboard* callbacks. As you iterate you can add and remove callbacks and states/modes as needed with very little friction. +If you design your game as a series of states in a very simple state machine, for example *start-screen*, *play* and *end*, with unidirectional progression, you can easily separate the logic for each state into state/mode specific callbacks. As an example, in order to have state dependant rendering that differs between start-screen,play and end you could provide a *draw* callback for each of those states. Similarly if we need state dependent logic and keyboard input we could provide *update* and *keyboard* callbacks. As you iterate you can add and remove callbacks and states/modes as needed with very little friction. * Emacs Setup