Added comprehensive documentation for implementing Zelda-style dialog systems using the GameState push/pop stack pattern. Includes: - Complete working dialog state example with text animation - Integration guide for game states - Character portraits and name box support - Post-dialog callback handling via resume() - Visual diagrams of state stack behavior - Best practices for when to use push/pop vs flags This pattern allows developers to create professional dialog systems with proper input control and clean state management.
8.4 KiB
Dialog State Pattern
This document explains how to implement Zelda-style dialog systems using the GameState push/pop stack pattern.
Overview
The GameState system supports a state stack that allows you to temporarily push a new state (like a dialog) on top of the current game state, then pop back when done. This is perfect for:
- Dialog systems (Zelda-style text boxes)
- Pause menus
- Inventory screens
- Any UI that needs exclusive input control
How It Works
GameState.push(newState) -- Pushes current state to stack, switches to new state
GameState.pop() -- Returns to previous state from stack
When you push() a state:
- Current state's
leave()is called - New state's
enter()is called - Current state remains in memory on the stack
When you pop():
- Current state's
leave()is called - Previous state's
resume()is called (notenter()) - Previous state gets control back
Example: Dialog System
Step 1: Create Dialog State
Create states/dialog.lua:
local Object = require("lib.classic")
local GameState = require("lib.gamestate")
local DialogState = Object:extend()
function DialogState:new(dialogData)
self.texts = dialogData.texts or {"Default dialog text"}
self.currentIndex = 1
self.characterName = dialogData.name or ""
self.portrait = dialogData.portrait or nil
self.textSpeed = dialogData.textSpeed or 50 -- chars per second
self.currentCharIndex = 0
self.displayedText = ""
self.isComplete = false
end
function DialogState:enter(previous)
print("Dialog opened")
self.currentCharIndex = 0
self.displayedText = ""
self.isComplete = false
end
function DialogState:update(dt)
local currentText = self.texts[self.currentIndex]
-- Animate text reveal
if not self.isComplete then
self.currentCharIndex = self.currentCharIndex + self.textSpeed * dt
if self.currentCharIndex >= #currentText then
self.currentCharIndex = #currentText
self.isComplete = true
end
self.displayedText = currentText:sub(1, math.floor(self.currentCharIndex))
end
-- Handle input
if RL.IsKeyPressed(RL.KEY_ENTER) or RL.IsKeyPressed(RL.KEY_SPACE) then
if not self.isComplete then
-- Skip to end of current text
self.currentCharIndex = #currentText
self.displayedText = currentText
self.isComplete = true
else
-- Move to next text or close dialog
if self.currentIndex < #self.texts then
self.currentIndex = self.currentIndex + 1
self.currentCharIndex = 0
self.displayedText = ""
self.isComplete = false
else
-- Dialog finished, return to game
GameState.pop()
end
end
end
end
function DialogState:draw()
local screenSize = RL.GetScreenSize()
local boxHeight = 200
local boxY = screenSize[2] - boxHeight - 20
local padding = 20
-- Draw dialog box
RL.DrawRectangle({0, boxY, screenSize[1], boxHeight}, {20, 20, 30, 240})
RL.DrawRectangleLines({0, boxY, screenSize[1], boxHeight}, 3, RL.WHITE)
-- Draw character name if present
if self.characterName ~= "" then
local nameBoxWidth = 200
local nameBoxHeight = 40
RL.DrawRectangle({padding, boxY - nameBoxHeight + 5, nameBoxWidth, nameBoxHeight}, {40, 40, 50, 255})
RL.DrawRectangleLines({padding, boxY - nameBoxHeight + 5, nameBoxWidth, nameBoxHeight}, 2, RL.WHITE)
RL.DrawText(self.characterName, {padding + 15, boxY - nameBoxHeight + 15}, 20, RL.WHITE)
end
-- Draw portrait if present
local textX = padding + 10
if self.portrait then
RL.DrawTexture(self.portrait, {padding + 10, boxY + padding}, RL.WHITE)
textX = textX + self.portrait.width + 20
end
-- Draw text
RL.DrawText(self.displayedText, {textX, boxY + padding}, 20, RL.WHITE)
-- Draw continue indicator
if self.isComplete then
local indicator = "▼"
if self.currentIndex < #self.texts then
indicator = "Press ENTER to continue"
else
indicator = "Press ENTER to close"
end
local indicatorSize = 16
local indicatorWidth = RL.MeasureText(indicator, indicatorSize)
RL.DrawText(indicator, {screenSize[1] - indicatorWidth - padding, boxY + boxHeight - padding - 20}, indicatorSize, RL.LIGHTGRAY)
end
end
function DialogState:leave()
print("Dialog closed")
end
return DialogState
Step 2: Use Dialog in Game State
Modify states/game.lua:
local Object = require("lib.classic")
local GameState = require("lib.gamestate")
local Animation = require("lib.animation")
local DialogState = require("states.dialog")
local GameState_Class = Object:extend()
-- ... (Player class code) ...
function GameState_Class:new()
self.player = nil
self.paused = false
end
function GameState_Class:enter(previous)
print("Entered game state")
local screenSize = RL.GetScreenSize()
self.player = Player(screenSize[1] / 2 - 16, screenSize[2] / 2 - 16)
-- Example: Show dialog when entering game (for testing)
-- Remove this after testing
local welcomeDialog = DialogState({
name = "System",
texts = {
"Welcome to the game!",
"Use WASD or Arrow keys to move around.",
"Press ENTER to continue through dialogs."
},
textSpeed = 30
})
GameState.push(welcomeDialog)
end
function GameState_Class:update(dt)
-- ESC pauses game
if RL.IsKeyPressed(RL.KEY_ESCAPE) then
self.paused = not self.paused
end
if self.paused then
return
end
-- Example: Press T to trigger dialog (for testing)
if RL.IsKeyPressed(RL.KEY_T) then
local testDialog = DialogState({
name = "NPC",
texts = {
"Hello traveler!",
"This is an example dialog system.",
"You can have multiple text boxes.",
"Press ENTER to continue!"
},
textSpeed = 40
})
GameState.push(testDialog)
end
-- Update game objects (only when not in dialog)
if self.player then
self.player:update(dt)
end
end
function GameState_Class:resume(previous)
-- Called when returning from dialog
print("Resumed game state from: " .. tostring(previous))
-- You can handle post-dialog logic here
-- Example: Give item, update quest state, etc.
end
function GameState_Class:draw()
RL.ClearBackground({50, 50, 50, 255})
-- Draw game objects
if self.player then
self.player:draw()
end
-- Draw pause overlay
if self.paused then
local screenSize = RL.GetScreenSize()
local centerX = screenSize[1] / 2
local centerY = screenSize[2] / 2
RL.DrawRectangle({0, 0, screenSize[1], screenSize[2]}, {0, 0, 0, 128})
local text = "PAUSED"
local size = 40
local width = RL.MeasureText(text, size)
RL.DrawText(text, {centerX - width / 2, centerY - 20}, size, RL.WHITE)
end
-- Draw controls hint
local hint = "WASD/ARROWS: Move | T: Test Dialog | ESC: Pause"
local hintSize = 16
local screenSize = RL.GetScreenSize()
RL.DrawText(hint, {10, screenSize[2] - 30}, hintSize, RL.LIGHTGRAY)
end
function GameState_Class:leave()
print("Left game state")
end
return GameState_Class
Key Benefits
✅ Clean Separation: Dialog has its own file and logic
✅ Input Control: Dialog gets exclusive control when active
✅ No Coupling: Game doesn't need to know about dialog internals
✅ Automatic Pause: Game automatically stops updating when dialog is pushed
✅ Easy Extension: Add more dialog types (shops, menus) using same pattern
✅ Post-Dialog Logic: Use resume() callback to handle what happens after dialog closes
Advanced: Passing Data Back to Game
You can pass data when popping:
-- In dialog state
function DialogState:update(dt)
if playerMadeChoice then
GameState.pop(choiceData) -- Pass choice back to game
end
end
-- In game state
function GameState_Class:resume(previous, choiceData)
if choiceData then
print("Player chose: " .. choiceData.choice)
-- Handle the choice
end
end
State Stack Visual
Initial: [Game State]
After push: [Game State] -> [Dialog State] (Dialog has control)
After pop: [Game State] (Game has control back)
When to Use Push/Pop vs Flags
Use Push/Pop for:
- Dialog systems
- Pause menus
- Shop interfaces
- Inventory screens
- Any state that needs exclusive control
Use Flags (self.paused, etc.) for:
- Simple on/off toggles
- Quick state checks
- Non-blocking overlays
- Debug info displays
See Also
lib/gamestate.lua- Full GameState implementationstates/game.lua- Example game statestates/menu.lua- Example menu state