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Join Token-Based Event Handling: A Comprehensive Framework for Game Programming
Author(s) -
Taketoshi Nishimori,
Yasushi Kuno
Publication year - 2012
Publication title -
lecture notes in computer science
Language(s) - English
Resource type - Book series
SCImago Journal Rank - 0.249
H-Index - 400
eISSN - 1611-3349
pISSN - 0302-9743
DOI - 10.1007/978-3-642-28830-2_7
Subject(s) - computer science , join (topology) , security token , event driven programming , event (particle physics) , programming language , distributed computing , programming paradigm , computer security , reactive programming , inductive programming , physics , mathematics , combinatorics , quantum mechanics
In action game programming, programmers have to control multiple concurrent activities on the screen corresponding to multiple game characters. To address this difficulty, many game-oriented scripting languages have been proposed so far. However, current scripting languages seem to lack support for interactions among multiple concurrent activities in a state-dependent manner. To overcome this problem, we propose an event handling framework called "join token" in which the states of game characters can be expressed as tokens and interactions can be described as handlers specifying multiple tokens. For the purpose of evaluation, we have developed a game scripting language called "Mogemoge," and wrote several sample games in this language. In this paper, we describe experiences of using join token framework for sample games and compare the code written in Mogemoge against a code written in an existing scripting language.

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