chart-bulletGame States

A Game State is Zentrix’s internal identifier for the current phase of a match. Every match is always in exactly one Game State, and that state decides what players see, what actions are allowed, and which match systems are active.

What a Game State does

Game States are not cosmetic labels.

They are the control layer that gates match logic.

Zentrix uses the current Game State to:

  • enable or disable gameplay systems

  • decide when players can join, move, fight, or interact

  • switch UI layers like scoreboards and match messages

  • trigger state-based events like countdowns and winner presentation

The four core Game States (fixed order)

Zentrix runs every match through four core Game States:

  1. WAITING

  2. STARTING

  3. PLAYING

  4. WIN

This order is fixed.

States never overlap.

States do not run in parallel.

Zentrix won’t “skip ahead” to later logic without the earlier state completing.

WAITING

WAITING is the pre-match staging state.

This is where players enter the match and Zentrix decides if the match is allowed to start.

In WAITING, Zentrix typically:

  • accepts players joining the match instance

  • checks readiness based on the selected Game Type (player thresholds, team formation rules)

  • keeps the match idle and safe

No real gameplay happens here.

The match cannot move forward until the start conditions are met.

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WAITING is not your main server lobby. It’s the per-match waiting phase inside a match instance.

STARTING

STARTING is the countdown and lock-in state.

The match is now committed to launching, and Zentrix is preparing players for the transition into active gameplay.

In STARTING, Zentrix typically:

  • runs a visible countdown

  • prepares match UI and state-aware systems

  • handles late joins differently than WAITING (allowed, restricted, or queued)

This state exists to give players time to get ready.

It also gives the system a clean “final check” window.

If the start conditions fail during this window, Zentrix can cancel the start and revert to WAITING.

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PLAYING

PLAYING is the active match state.

This is where player actions have consequences and the match can be won or lost.

In PLAYING, Zentrix typically:

  • enables core gameplay logic

  • runs match pacing systems like phases and timed events

  • applies combat rules, borders, scoring, eliminations, and win checks

Most match logic only runs in PLAYING.

This is usually the longest and most complex state.

If you’re debugging “why something didn’t happen”, the first question is often: was the match actually in PLAYING?

WIN

WIN is the end-of-match presentation state.

A winner (player or team) has been determined, and Zentrix shifts from gameplay to conclusion.

In WIN, Zentrix typically:

  • freezes or restricts gameplay to prevent post-win interference

  • displays final results and winner messaging

  • runs cleanup and transition steps when the state completes

This state exists to make the match end unambiguous.

It also gives players time to see results before they’re moved out.

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WIN is still part of the match lifecycle. It’s not an instant shutdown or teleport-out.

Why Game States matter

Game States keep the match predictable.

They prevent conflicting logic from running at the same time.

They also make transitions clean and testable.

Almost every system in Zentrix checks the current Game State before acting.

That’s how Zentrix ensures:

  • safe pre-game staging

  • reliable countdowns

  • gameplay rules only apply during the match

  • winners are decided once, then locked in

Relationship to other systems

Game States are the spine of the match lifecycle.

Other systems “hang off” the current state:

  • Game Types decide readiness and pacing rules that influence WAITING and STARTING. See Game Type.

  • Arenas host the match instances that move through states. See Arena System.

  • Scoreboards & UI switch automatically as the state changes. See Scoreboard.

  • Broadcasts & events trigger at specific transitions (start, phase changes, winner). See Broadcasts and Phases.

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