Re: Justice League Assemble questions

Basically:

class stepper {
int state;
double counter;

stepper() {
    state=0;
    counter=0.0;
}

bool setState(int s) {
    // Check for necessary conditions.
    state=s;
    // Figure out what to do for each state. I would normally use objects for this, but for JLA I just used enormous if-else chains. The simplest example, I guess:
    counter=0.25;
    // We assume there is a global variable called pool.
    pool.play_stationary("startsound.wav", false); // Well, you should position it instead.
    return state==s; // In case it didn't take somewhere.
}


void step(double dt) {
    if(counter>0.0) {
        counter-=dt;
        if(counter<=0.0) {
            counter=0.0;
            // Figure out what to do when a state ends.
           // You could play a sound here, or pick a different state to go to, etc.
           setState(0);
        }// 0 from above.
    }// descending.
    else if(counter<0.0) {
        counter+=dt;
        if(counter>=0.0) {
            counter=0.0;
            // Etc.
            setState(0);
        }// 0 from below
    }// ascending
    
    // Anything you want to do at all times. If you had a velocity variable, you might try to move the character here.
}
}


sound_pool pool;

void main() {
stepper player;

show_game_window("Look at it go....");
while(true) {
stepper.step(0.005);
if(key_pressed(KEY_F4) and (key_down(KEY_LMENU)  or key_down(KEY_RMENU)) exit();
else if(key_pressed(KEY_C)) show_game_window("Counter: " + player.counter);
else if(key_pressed(KEY_S)) show_game_window("State: " + player.state);
else if(key_pressed(KEY_SPACE)) player.setState(1);
wait(5);
}
}
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