This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| format:esd [2025/05/04 20:41] – [Engine Details] metalcrow | format:esd [2025/05/04 21:58] (current) – [Engine Details] metalcrow | ||
|---|---|---|---|
| Line 51: | Line 51: | ||
| ===== Engine Details ===== | ===== Engine Details ===== | ||
| - | When ezstate wants to do something related | + | EzState:: |
| - | This is called | + | This then calls the following functions to process the sections of the state: parseEzStateConditions, |
| + | |||
| + | These take a state, and run the corresponding sections | ||
| + | |||
| + | For executing the bytecode for each state, this maps to the executeEzStateBytecode function. The [[https://gist.github.com/ | ||
| + | |||
| + | * For example, | ||
| - | That is called from parseEzStateEntryCommands-> | ||
| Example: State 0 (the idle state), checks the conditions of state B0D8 every frame, and that condition checks if the player has requested to roll and returns a new state if so. A breakpoint right after parseEzStateConditions-> | Example: State 0 (the idle state), checks the conditions of state B0D8 every frame, and that condition checks if the player has requested to roll and returns a new state if so. A breakpoint right after parseEzStateConditions-> | ||