Rework game over logic and game initialization

This commit is contained in:
2025-10-27 15:04:01 -07:00
parent 720696aed0
commit 7e6dca1c29
46 changed files with 653 additions and 610 deletions

View File

@@ -8,10 +8,6 @@ public partial class GameState
public readonly record struct LoadGame;
public readonly record struct ContinueGame;
public readonly record struct ReturnToMainMenu;
public readonly record struct LoadNextFloor;
public readonly record struct InventoryButtonPressed;

View File

@@ -16,11 +16,6 @@ public partial class GameState
OnAttach(() => Get<IGameRepo>().Pause());
}
public Transition On(in Input.ReturnToMainMenu input)
{
return To<MainMenu>();
}
public Transition On(in Input.UseTeleport input)
{
Output(new Output.OpenFloorExitScreen());

View File

@@ -8,7 +8,7 @@ public partial class GameState
public partial record State
{
[Meta, LogicBlock(typeof(State), Diagram = true)]
public partial record FloorExitScreen : State, IGet<Input.LoadNextFloor>, IGet<Input.ReturnToMainMenu>
public partial record FloorExitScreen : State, IGet<Input.LoadNextFloor>
{
public FloorExitScreen()
{
@@ -20,11 +20,6 @@ public partial class GameState
Output(new Output.LoadNextFloor());
return To<InGame>();
}
public Transition On(in Input.ReturnToMainMenu input)
{
return To<MainMenu>();
}
}
}
}

View File

@@ -8,18 +8,13 @@ public partial class GameState
public partial record State
{
[Meta, LogicBlock(typeof(State), Diagram = true)]
public partial record GameOver : State, IGet<Input.ContinueGame>, IGet<Input.ReturnToMainMenu>
public partial record GameOver : State, IGet<Input.NewGame>
{
public Transition On(in Input.ContinueGame input)
public Transition On(in Input.NewGame input)
{
Output(new Output.InitializeGame());
return To<InGame>();
}
public Transition On(in Input.ReturnToMainMenu input)
{
return To<MainMenu>();
}
}
}
}

View File

@@ -1,34 +0,0 @@
using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Ma.Adapter;
public partial class GameState
{
public partial record State
{
[Meta, LogicBlock(typeof(State), Diagram = true)]
public partial record MainMenu : State, IGet<Input.NewGame>, IGet<Input.ContinueGame>, IGet<Input.LoadGame>
{
public Transition On(in Input.NewGame input)
{
Output(new Output.InitializeGame());
return To<InGame>();
}
public Transition On(in Input.ContinueGame input)
{
Output(new Output.InitializeGame());
Output(new Output.LoadGameFromFile());
return To<InGame>();
}
public Transition On(in Input.LoadGame input)
{
Output(new Output.InitializeGame());
Output(new Output.LoadGameFromFile());
return To<InGame>();
}
}
}
}