Difference between revisions of "Talk:MERCURY"

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(Created page with "BATTLE: initialize battle & combatant vars start timer MAIN LOOP: blit bg & under-elements blit combatants & main elements draw displays & over-elements FlipScreen() HANDLE EV...")
 
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initialize battle & combatant vars
 
initialize battle & combatant vars
 
start timer
 
start timer
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MAIN LOOP:
 
MAIN LOOP:
 
blit bg & under-elements
 
blit bg & under-elements
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draw displays & over-elements
 
draw displays & over-elements
 
FlipScreen()
 
FlipScreen()
 +
 
HANDLE EVENTS:
 
HANDLE EVENTS:
 
process turn queue (do action of who's up next)
 
process turn queue (do action of who's up next)
 
process new events (if enemy's ready, have "AI" determine next action & add them to the queue; if **:player's ready, bring up menu & process menu action)
 
process new events (if enemy's ready, have "AI" determine next action & add them to the queue; if **:player's ready, bring up menu & process menu action)
 
process constant events (update the readygauge, update the counter for any effects like glowing or death sentence, update the timer, etc)
 
process constant events (update the readygauge, update the counter for any effects like glowing or death sentence, update the timer, etc)
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END HANDLE EVENTS
 
END HANDLE EVENTS
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HANDLE COMBATANTS:
 
HANDLE COMBATANTS:
 
process actions
 
process actions
 
process status changes
 
process status changes
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END HANDLE COMBATANTS
 
END HANDLE COMBATANTS
 
check for battle end conditions
 
check for battle end conditions
 
if conditions are not met, continue
 
if conditions are not met, continue
else END MAIN LOOP
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else  
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END MAIN LOOP
 
stop timer
 
stop timer
 
resolve battle's end (give out spoils if won, else handle battle lost/game overs)
 
resolve battle's end (give out spoils if won, else handle battle lost/game overs)
 
reset battle info (heal enemies, remove temporary statuses, reset timers, etc)
 
reset battle info (heal enemies, remove temporary statuses, reset timers, etc)
 +
 
END BATTLE
 
END BATTLE

Revision as of 01:41, 16 September 2013

BATTLE: initialize battle & combatant vars start timer

MAIN LOOP: blit bg & under-elements blit combatants & main elements draw displays & over-elements FlipScreen()

HANDLE EVENTS: process turn queue (do action of who's up next) process new events (if enemy's ready, have "AI" determine next action & add them to the queue; if **:player's ready, bring up menu & process menu action) process constant events (update the readygauge, update the counter for any effects like glowing or death sentence, update the timer, etc)

END HANDLE EVENTS

HANDLE COMBATANTS: process actions process status changes

END HANDLE COMBATANTS check for battle end conditions if conditions are not met, continue else

END MAIN LOOP stop timer resolve battle's end (give out spoils if won, else handle battle lost/game overs) reset battle info (heal enemies, remove temporary statuses, reset timers, etc)

END BATTLE