On the flashcards, various facts are available such as the flag, capital, language, border countries, major cities, and landmarks and so on. If you choose interactive maps, choose a continent and then a country, the choice to use the flashcard to learn more is available or you can touch the view map and it goes back to the interactive map. The Learn section is divided into two parts interactive maps and flash cards, which can be used interchangeably. The app contains content for 193 countries so if you are a little rusty on your world geography you may want to hit this section first! The design allows you to touch the smallest of the countries on a map, even on an iPod! One setting that is different is that there are three languages (English, Spanish and French) available in the app.Īnd yes, Stack the Countries is easy to use on any idevice. Multiple profiles mean this app could easily be used for a family or school. Stack the Countries is similar in design to Stack the States beautiful backgrounds, lively music, adorable characters, on-screen instructions, and the ability to create multiple user profiles. I wish we would have had a tool like this for learning world geography! What better way to brush up on your world geography than with this universal app. If you are like me, it’s been a while since you had a world geography class and many changes have taken place since then. I’ll provide another example at the end of the article, but first I’ll discuss the implementation.Stack the Countries, by Dan Russell-Pinson, has been chosen as the #2 geography app by our readers. StartRound | StatsSummary | PlaceWalls | ShowBanner StartRound | StatsSummary | PlaceWalls | ShowBanner | Fire StartRound | StatsSummary | PlaceWalls | ShowBanner | Fire | ShowBanner StartRound | StatsSummary | PlaceWalls | ShowBanner | Fire | ShowBanner | PlaceTurrets StartRound | StatsSummary | PlaceWalls | ShowBanner | Fire | ShowBanner | PlaceTurrets | ShowBanner The flow of states looks like this (the right side represents the top of the stack, or the active state): StartRound Once all the phases for the current round are popped, we once again enter StartRound and push a new set of states. The code shown above resides in the StartRound state, which sits at the bottom of the state stack. Here’s the logic that sets up a new round (simplified from the original source for clarity): (īecause all of the states can be stacked up at once within a single function, none of the states have to be aware what state comes next.įor example, PlaceWalls doesn’t have to know to show a stats summary when it ends it just pops itself off the stack when done and lets the next state kick in. Before each phase, a banner scrolls across the screen telling the player what phase they are in. First you place some turrets in your territory, then you fire at your opponent, and then you try to repair the damage done during the firing phase. In it, a match is divided into rounds, and each round passes through a series of phases. I leveraged this while making damage_control, a game reminiscent of the Arcade/SNES title Rampart. Stacking states provides a nice way to isolate chunks of game logic from one another. The example code is written in D, but it should be pretty easy to apply in any language. In this article, I’ll give a quick overview of this technique and some examples of what makes it useful. In my past two game projects, I found it helpful to structure my game flow as a stack of states. If you’re not careful, you quickly end up with a scattered collection of state variables and conditionals that is difficult to wrap your head around. Structuring the flow of logic in a game can be challenging.
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