Comments (2)
This is (AFAIK) by design because you might not want to reset a state every time you leave or enter it. For example, entering a 'Pause' state and returning should not reset the game state. State clearing/reset has to be done manually.
from hump.
headchant is correct: You are responsible to reset the state in either gs:enter()
or gs:leave()
(see the docs).
Since the gamestates are just glorified tables there is no way for hump to know when or how to reset them.
from hump.
Related Issues (20)
- Documentation typo HOT 1
- Documentation typo in "gamestate" HOT 1
- Timer: After caching timers "to_update", timer:cancel() doesn't apply until next timer:update() HOT 1
- Vector unexpected symbol HOT 1
- bug HOT 4
- [hump.gamestate] textinput callback doesn't work properly HOT 3
- Camera documentation missing explanation about some parameters - worldCoords
- LOVE 11.0 requires extra arguments to setCanvas() at times
- Some minor things outlined in a forum post HOT 1
- hump.signal - crashes when sending "clear", "remove" or any other signals that share a name with a Registry function name. HOT 1
- Is there any maintainer for this repo? HOT 9
- Do I have to manually clear used timers? HOT 1
- [hump.timer] Subject values are not precise to targets after timer has completed HOT 6
- docs: camera:attach doesn't have any of its arguments listed in the docs
- Arguments to atan2 are reversed HOT 1
- [hump.timer] freeze timer HOT 1
- attempt to perform arithmatic on self.x and self.y doesnt work
- attempt to index local 'layer' (a nil value) HOT 1
- Would be nice if there's some method to check if the instance inherits from some class HOT 2
- [hump.signal] stopping signal propagation HOT 2
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from hump.