Join Token-Based Event Handling: A Comprehensive Framework for Game Programming

  • Taketoshi Nishimori
  • Yasushi Kuno
Conference paper

DOI: 10.1007/978-3-642-28830-2_7

Part of the Lecture Notes in Computer Science book series (LNCS, volume 6940)
Cite this paper as:
Nishimori T., Kuno Y. (2012) Join Token-Based Event Handling: A Comprehensive Framework for Game Programming. In: Sloane A., Aßmann U. (eds) Software Language Engineering. SLE 2011. Lecture Notes in Computer Science, vol 6940. Springer, Berlin, Heidelberg

Abstract

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.

Keywords

video game programming language event handling framework scripting language 

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

Copyright information

© Springer-Verlag Berlin Heidelberg 2012

Authors and Affiliations

  • Taketoshi Nishimori
    • 1
  • Yasushi Kuno
    • 1
  1. 1.Graduate School of Business SciencesUniversity of TsukubaTokyoJapan

Personalised recommendations