Game 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:
WAITING
STARTING
PLAYING
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.
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.
STARTING is not gameplay. It’s the final lock-in phase before PLAYING begins.
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.
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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