Right now you can easily integrate, animate and setup your assets in scenes, and then switch back to code in Swift or Objective-C to manipulate your game objects with a nice separation of responsibilities between the SpriteBuilder data files and the Cocos2D code.
There is only one thing missing, a decent State Machine implementation.
UPDATE: I have started hacking around to get a sense of how much work there is and what sort of stuff there is in SpriteBuilder's code base to help. On Github:
There's already some support for this from SpriteBuilder and Cocos2D folks which is awesome. The executive summary is:
My goal is to get something very humble that might not represent the best UI idiom up and working in the next 2-3 weeks, and this will go back to the community for some early feedback.
The gold standard for State Machine implementations at present in game development is surely Hutong Games PlayMaker for the Unity 3D game development system. Of course PlayMaker is not available for Cocos2D, and even if it was PlayMaker's tight integration with Unity's component system would mean that Cocos2D would have to be re-architected to work with it. There's no way that a "port" of PlayMaker to Cocos2D makes sense, as far as I can tell. Nonetheless if you ask what is the premier experience for game developers using state machines in their work, I'd have to point out PlayMaker.
PlayMaker by Hutong Games - http://www.hutonggames.com |
UPDATE: I have started hacking around to get a sense of how much work there is and what sort of stuff there is in SpriteBuilder's code base to help. On Github:
- Initial proof of concept for the state machine & bindings as a SpriteBuilder game
- Includes some performance testing
- Fork of the Cocos2D project with the state machine & bindings from the PoC
- Fork of SpriteBuilder with some new State Machine node types
Screenshot of the SpriteBuilder state machine fork |
- we can have a better state machine that suits Cocos2D games
- we can have it visually designable in SpriteBuilder
My goal is to get something very humble that might not represent the best UI idiom up and working in the next 2-3 weeks, and this will go back to the community for some early feedback.
The gold standard for State Machine implementations at present in game development is surely Hutong Games PlayMaker for the Unity 3D game development system. Of course PlayMaker is not available for Cocos2D, and even if it was PlayMaker's tight integration with Unity's component system would mean that Cocos2D would have to be re-architected to work with it. There's no way that a "port" of PlayMaker to Cocos2D makes sense, as far as I can tell. Nonetheless if you ask what is the premier experience for game developers using state machines in their work, I'd have to point out PlayMaker.
Unreal Engine's State Machine editing - http://www.unrealengine.com |
Unreal Engine's editing tools also include a State Machine editor, but its very tightly bound to the skeletal animation system. I have never built a game using Unreal but I suspect that despite the apparent power and sophistication of Unreal's editing tools you'd be hard pressed to use the State Machine to do the kind of complete visual game development that Hutong promises with PlayMaker. I know that realistically if you create a game with Unity and PlayMaker you are going to have to write some code, but if you can for example do great swathes of your game logic in PlayMaker that is very powerful as the less technically savvy members of your team can then get in and work on play without having to know C# or how to script & code Unity.
What Can We Learn?
So we don't have PlayMaker in Cocos2D, but we have an opportunity to learn from the state machine implementations of others, and make something great for 2D game development in our favourite toolkit.
Given a port of these tools is not the right thing, what can we take from PlayMaker? Of the many things that PlayMaker gets right with respect to its visual editor would have to also be gotten right for a decent State Machine implementation for Cocos2D:
- tight integration with the visual level editor
- preview states and actions in the visual level editor
- states, events and transitions can be stored inside objects/components
- on publish, state machine data is integrated with the game object files
- tight integration with object animations to easily do common things
- can be used for many parts of gameplay, not just animations
Obviously in the case of Cocos2D the editor is the SpriteBuilder tool, which already handles animations and visual editing of many object properties. We could in theory make a separate State Editor but it would have to be able to be docked in Sprite Builder in order to achieve these things.
What is there Already for Cocos2D?
At present Cocos2D has many of the things needed to profit from a great State Machine implementation, but there are no pro-grade State Machine tools around as far as I know.
There are a few open source implementations around for State Machines in code. I used Blake Watter's Transition Kit in my game Space Bot Alpha. Its a nice project, well set up with CocoaPods, unit-testing and so on, so as a piece of Software Engineering its nicely done. But for game development for me it really failed on the count of making my job easier. I wound up doing more work for it that it did for me.
A big part of why that was the case is that there is no tooling integration. I cannot create a State Machine visually with Transition Kit, or any of the other current offerings - it all has to be done in code. First off this has the problem that its very difficult to do this with a nice separation of concerns and a clean interface. You wind up embedding the State Machine setup into the objects initialisers and then calling the transitions from various places scattered throughout the code. Secondly its time consuming and confusing to layout the State Machine in code - with the best syntax and API in the world any useful state machine quickly becomes cumbersome and difficult to maintain.
A second problem is that there is no tight integration between the Cocos2D objects and the State Machines. You would have to write a whole binding system, but that is work over and above writing the game I needed to write.
Think about Chipmunk as it is bound in Cocos2D right now. Just turning on Physics and having Cocos2D node objects under a Physics node in SpriteBuilder enables it for physics. Then once I have checked the enable physics box, the Chipmunk system can change the x and y position of my Cocos2D nodes in response to the physics simulation all without me having to write any code. Nice!
That's how it should be for a State Machine. I should be able to hook up a State Machine to my object and have transitions drive changes in the objects properties. Even if that had to be done in code, having some sort of binding system would save a lot of work. As it is the code to alter properties in response to state changes gets messy and its easy to circumvent the state machine by mistake and get unexpected results.
Another interesting project is hsm-statechart which is written in C, and is scriptable in Lua. In theory this should be easy enough to integrate into a Cocos2D project. However despite some attractive extra features (discussed below) relating to Hierarchical State Machines, and C performance, I tried Transition Kit first as it had an Objective-C API already.
Also worth understanding is the Apache SCXML project which provides an XML format for describing HSM's like those you can build with hsm-statechart.
Memory and Performance
Another problem I see with some State Machine implementations - and Transition Kit is not too bad here but it could be better - is object proliferation. Its should be possible to create states and destroy them without doing a lot of allocation and destroying of objects off the heap. Let's imagine we have a zombie game with 40 zombies, and a hero firing hundreds of bullets - we don't want to have an NSObject for every state in every machine for each of those. But that's how some FSM's are set up.
Instead you need some sort of manager class that can create a unique state machine "pointer" record without duplicating the state objects for each entity using that machine. Its like a set of CPU registers for a process or thread referencing a copy of a binary program file without making a copy of it for each process or thread.
Also for performance the management of updates on the machine would have to be done well - tightly integrated with the game objects own update mechanism where timers were needed; or designed so that it does not unnecessarily get updated. String dispatch would be ideal, as long as it does not impact on performance, and it should be used where it can reduce coupling of the objects in the program - we don't want to create circular pointer chains that could result in ARC retain cycles.
Blending and Animation Integration
Check this video on setting up an animated door in Unity using PlayMaker. Of particular interest is the blending of the open to the closed state & animation which comes for free. Here you have an animation for the "closed" door, which specifies certain XYZ positions for the door model, and similarly XYZ positions for the "open" animation. Creating a transition between open and closed gives you a smooth blending from one set of XYZ to the other, similarly as setting keyframes for a Cocos2D animation would.
In a game getting the State Machine to work well with the animation and actions system is vital. If a whole lot of extra code has to be written to get this to happen the you wind up doing more work for the State Machine than it does for you. Blending is part of the story - here you are getting basic animations for free just for using the State Machine. But where you want to have an animation play as an object transitions from one state to the next you need extra care.
Sub-States: A Hierarchical State Machine
How do you handle the fact that during an animation from open to closed, you are not really in either of those states but in fact you're in some in-between animation state??
One option is to have a 4-state model for your door: open, closing, closed and opening and then you can have the animation complete handler for the closing animation cause the transition from closing to closed. The problem with this is when you have some other game logic that depends on checking the state of the door. Lets say you have some poison gas in the room - it can escape into the adjoining room if the state of the door is one of open, closing, and opening - but if an NPC character wants to walk through the door they can only do so in the open state.
A more complex State Machine implementation is to use State Charts to solve the problem. These add hierarchies of states, and also variables & guards to the system. Variables are like game objects values, except they only exist within the framework of the State Machine. Heierarchies mean that you can take the animation states which are visual effects that depict and implement an object; and place them inside a semantic (or meaning related) concept of a state. So you could have two high-level states of Closed and Open; with Open having as sub-states Opening, Closing and and Completely-Open animation states. This way you can have the Open high-level state trigger the release of the gas, and the NPC only get access when the low-level state Completely-Open is triggered.
Effectively what you are doing is grouping your states. You need to specify which of the sub-states is entered when the superstate is entered, and there are some other details, but basically they're an extension of the simpler FSM concept.
So here's the remainder of the items, which would apply to a State Machine implementation regardless of the game level editor question. Here's part 2 on my wish list:
- the FSM must have simple bindings to objects (like Chipmunk)
- transitions can be configured to drive changes in objects properties
- blending of property changes should come for free (see video)
- load states, transitions and events by reading some kind of data file
- can also create states, transitions and events in code if needed (rarely)
- state machines can be serialised for use in save/load-game and other cases
- small memory footprint/CPU usage
- ability to specify variables and guards as for HSMs (nice to have)
When? Why?
I think having a solid State Machine implementation with editor support would get new comers to game development much more excited, productive and involved in game development. It could give existing experienced developers relief from some tedious, detail-focused coding tasks and make those things accessible to the level designers. And it could make complex bug-prone parts of a game project into data-driven cleanly-seperated modules. I think it would have huge value.
I'd like to see this happen, so I might be interested in pitching in on such a project. But it would need broad adoption by the core SpriteBuilder/Cocos2D team. Let's see if we can get them to have a think about it. :-)